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tjheldna

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Everything posted by tjheldna

  1. Glad this all happened and will make a substantial difference to models and animations. it was quite a process re importing an animated model every time you make a change. Having a file which remembers all the values is great. Also noticed there is now a play/stop button added below now too. Can I make one suggestion... If you re import/overwrite a model with animations it would be real neat if the animation and material values are transferred to the new version without having to import the animation file and assign the textures again. Maybe give the user the option if they want to do this in a messagebox? May or may not work, but just a thought. Love these new improvements nice work.
  2. 3.0 didn't come with the binaries from what I remember they need to be created by compiling. I'm still under the impression that this is the issue as in 3.0 you need to compile the project regardless if it's Lua or C++. The compiler you need then is VS 2010 instead. There is no coding involved, you just need to load up the project in the compiler by opening your projects [projectname].sln file and hit build under debug and release then you will be able to run it in the editor. shadmars suggestion could be it to. These are the first places I would look, hope you get there.
  3. Hmm sounds like you need to compile the project in Visual C++ 2013. If you have this installed, the .sln it's in your projects Projects\Windows\ folder. Once you build it under debug and release you should be able to run from the editor. Is this the non steam version?
  4. Id have to agree, im always needing pivots and having easier access would be nice.
  5. tjheldna

    Getting a job

    Hope you find something Aggror, you have made a big difference in this community showing many skills, so hopefully that can work in your favor. It is the dream to get into the industry for most of us I recon. I did web development for a few years and I enjoyed it. Good luck!
  6. If that's the case the bones, alignment and proportions seem great to me. On a side note what I do these days (don't know if this is the way to go but it works for me) is not to have the arms raised in the T position rather have them more on a 45 deg angle so they are in a more natural position. This eliminates some stretching around the shoulder area I've found when you go to animate the character as you don't need to rotate it as much to get the arms to their initial stance. Like I said don't know if it's the way to go or not... probably not for what you are doing.
  7. I think the animations look nice and neat Some points: - It's hard to tell where the animations start and stop as there is a bit of a blend period between some of them. Also could this be wasted space taking up resources when imported? I usually do a straight snap to the next animation with no space in between. - When I import the fbx into Modo, there are some weighting issues, but I think that could be a modo fbx import issue. - frames 12-91 idle anim, get a slight LHS leg shudder when looping (going from frame 91 to 12 and providing I have the right frames here). Can you provide the start and end frames of each animations and I can test more thoroughly? All in all, I thought it was pretty good.
  8. Yeah Character physics is special and rotation is added as a parameter in the SetInput function. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetinput-r706 Cheers
  9. Had the same thing, see this post. you need to clamp. http://www.leadwerks.com/werkspace/topic/9943-drawimage-issue/
  10. Hi Zancie, There are C++ users here and I for one are one of them. C++ came a while after Lua so in the future I have no doubt there will be more. The documentation has a C++ and a Lua example if you take a look. It's also quite easy to rewrite lua code into C++ if that helps. If you have a question about something in particular just post it and more than likely someone will be happy to help!
  11. How did I miss this thread? Thanks GameCreator
  12. Great read and thanks for sharing. The Steam VR really has me interested, especially if it feels as real as you mention. Lets hope there will be something in the werks for that eventually.
  13. It's all good, I don't mind poking around with some testing, in fact I like it! It doesn't effect me much at the moment anyway as I'm pretty much compiling all the time in debug anyways. Thanks anyway.
  14. I think I meant parent, can't remember. Try both!
  15. Hi Josh, I Just cleaned and compiled my project in release mode (C++ steam beta) and am getting these errors.
  16. I'm looking into it a little further to make sure it's nothing my end, but I'm having trouble with emitters and prefabs also, especially if the emitter is the only entity in the prefab. It seems if I add a csg object as a child to the emitter and save the emitter plays, else it does not. Like I said i'll test some more and see what I come up with.
  17. OK had some sleep! and have updated the project. I may not have been very clear in the first post too... The issue dosen't occur when loading a world in the editor, it's happening when I use the Map::Load command. I've cleaned the project and rebuilt, but still getting the error in the console and no map loading. Cheers!
  18. Delete this post to save some embarrassment =). Hmm usually a reminder appears, but did not this time. I think I need some sleep.
  19. Hi Josh, Just getting this error since today's update and world not loading. Using C++ Steam Beta Error: Map file version 26 not supported. ERROR: Failed to load world Cheers!
  20. Thanks, each day brings something new to it, but still a long way to go! I'm actually starting to run out of coding things to do, so soon the focus will be characters, buildings, and GUI.
  21. First video I've done for Mages Alchemy in a long time. It really is a different game compared to my earlier video's. Many things shown are a work in progress. Thanks for watching!
  22. I've backtracked what I have done over the last 3 days or so and what it seems where the problem lied was when I was using entity->SetScript(""); as I'm just using scripts to link to other entities and don't need it anymore. I commented them out and bang the console spam stopped, however I added them back in one by one and the problem didn't happen again? So honestly don't know, the problem isn't there anymore, so don't worry about it. Sorry if I wasted any time on this!!
  23. It looks like it's only happening to my Mages game only. I'll do a bit more testing to see if I can come up with anything, if it's only happening to me. I don't mind posting the project for testing, however I don't want it publicly available (it's also quite largish).
  24. Hi Josh, I've come across an issue with DrawImage. As you can see in the image there are only supposed to be two thick lines however 3 are drawn.The thin line at the bottom should not be there.See attached project. Thanks
  25. Maybe, that updated last night too.
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