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tjheldna

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Everything posted by tjheldna

  1. No afaik, but that would be a great feature.
  2. I think that function is not documented, which reminds me to log a new report on that. Also thanks for the support, that's always nice to hear. This project is really pushing my limits in every aspect, feels like I have been working on it for ages.
  3. Wouldn't you want control of that kind of thing on a more global level in code? It would be much easier managing one line of code, as opposed to having to make sure that all your levels have the shader set, order, etc. You could create an ini file with all your settings that you read/write to.
  4. Those are only for viewing inside the editor, you need to do call the cameras AddPostEffect("Shaders/Posteffects/greyscale.shader") function inside your code. Hope this helps!
  5. I've just been trying out using my Wacom pen with the editor and was a great and efficient experience. It's especially good for terrain sculpting, selecting bits and pieces quickly etc. Almost everything works with it. there is one issue however.... Right Click to rotate in the perspective = sends the perspective viewport into a spin. I understand that at no point did you say Wacoms are compatible however, if the right clicking in the viewport was made to work it will be and that would be awesome!
  6. Hi Josh, Just wondering Is this still the case? Cheers
  7. If add points to the alpha and scale graphs for a particle, the points you plot do not save. In actual fact it does not appear that the values you add for alpha and scale are working in the editor. I have not tried doing this in code. Cheers!
  8. Looks like you have found the answer Rastar.
  9. Yeah, tried updating a few times with no joy. Here is what I'm getting....
  10. Leadwerks Non Steam Windows download. Hi Josh, I may be having a seniors moment, but after I download the Windows version there is no Leadwerks.exe in the directory. There is however a Leadwerks file with no file extension. Is this just me experiencing this?
  11. Thanks Shadmar, I was actually just thinking about this last night. Must have read my mind or something. I'll test it tonight no doubt.
  12. If you rename a texture file the .meta file name is changed, however the source file (.png etc) name is not changed. If you want to edit the texture properties by double clicking on it, it can't be found and the only way for it to work again is to rename the source (.png etc) it manually. Sorry it's a quick report before I forget it, I can provide more detail if needed later. Cheers
  13. That would be cool, makes sense to me if you load a .pfb you can re save it via CTRL-S and File->Save As.
  14. If you look in the editor click the materials button on the LHS, then you can select brushes faces in the editor. Then under the Objects tab on the RHS there are a series of number buttons for your smoothing groups.
  15. If you load up a prefab you and go File->Save The only save extension option is a .map. CTRL-S dosen't resave as a .pfb with the same name also. The only way to resave a prefab is to right click on your root entity in the scene graph and save as prefab again, which is a little confusing seeming you opened a .pfb file. Cheers.
  16. This would be a real nice feature. FYI if you use PhysicsSetPosition you don't get the lag you are talking about, however that function doesn't work on the character controller which is the kicker.
  17. Actually just looking at with fresher eyes today it's still not that smooth as it should be with the camera rotation.
  18. I was working on exactly the same thing last night creating a 3rd person camera. I had the same jittering that you describe when rotating. I was doing some testing and coming from that it seems that if you set the cameras rotation to the players rotation you get some nasty jittering. There is definitely something wrong going on here I think. Here is what I came up with that gave me good results. I have an interface manager that manages everything GUI This takes place every game loop to give me the mouses offset. Vec3 mousePosition = context->window->GetMousePosition(); if (mousePosition != mousePreviousPosition) { mouseDelta = mousePreviousPosition - mousePosition; } else { mouseDelta = 0.0F; } if ((cursor) && cursor->IsVisible()) { cursor->SetPosition(mousePosition.x, mousePosition.y); cursor->Render(); } else { context->window->SetMousePosition(context->GetWidth() / 2, context->GetHeight() / 2); mousePreviousPosition = context->window->GetMousePosition(); } In the player controller's update, and the yaw value is used in the characters SetInput() function for rotation. float cameraTopAngle = 45; float cameraBottomAngle = -45; yaw += TheInterface->GetMouseDelta().x / mouseSensitivity; pitch += TheInterface->GetMouseDelta().y / mouseSensitivity; //Adjust and set the camera rotation if (pitch > cameraTopAngle) pitch = cameraTopAngle; else if (pitch < cameraBottomAngle) pitch = cameraBottomAngle; My camera object Update if (GetCameraTarget()) { //GameObject *objectTarget = (GameObject*)TheGameWorld->FindObjectByAddress(Object::GetAddress(GetCameraTarget())); if (!TheMainWindow) { Vec3 lastPosition; BaseObject* object = (BaseObject*)GetCameraTarget()->GetUserData(); if (object->GetBaseType() == kObjectCharacter) { GameCharacter *character = static_cast<GameCharacter*>(object); if(character) { //Figure out new position //lastPosition = entity->GetPosition(); //Calculate the furthest TPS pivot position tpsPivot->SetPosition(GetCameraTarget()->GetPosition()); tpsPivot->Move(0.0F, GetHeight(), -GetCamDistance(), false); //Use a pick to determine where the camera should be PickInfo pick; Vec3 pickPos = GetCameraTarget()->GetPosition(); pickPos.y += GetHeight(); character->entity->SetPickMode(0); if (TheGameWorld->world->Pick(pickPos, tpsPivot->GetPosition(), pick, 0.0F, true)) { //Store distance float distance = tpsPivot->GetPosition().DistanceToPoint(pick.position); std::cout << distance << std::endl; tpsPivot->SetPosition(pick.position); } character->entity->SetPickMode(Entity::SpherePick); tpsPivot->SetRotation(GetCameraTarget()->GetRotation()); Vec3 rot = tpsPivot->GetRotation(); rot.y = -character->GetYaw(); rot.x = -character->GetPitch(); //Apply position lastPosition.x = Math::Curve(tpsPivot->GetPosition().x, entity->GetPosition().x, (GetSmoothness()) / Time::GetSpeed()); lastPosition.y = Math::Curve(tpsPivot->GetPosition().y, entity->GetPosition().y, (GetSmoothness()) / Time::GetSpeed()); lastPosition.z = Math::Curve(tpsPivot->GetPosition().z, entity->GetPosition().z, (GetSmoothness()) / Time::GetSpeed()); entity->SetRotation(rot); entity->SetPosition(lastPosition); } } } } The important thing to note is that the delta of the mouse movement is fed into the pitch and yaw variables which is accessed by the camera to set it's rotation opposed to camera->SetRotation(character->GetRotation()) (Although I would have thought the set rotation method should work). Obviously there are declarations which I haven't included above. I coded it in the early hours of last night and haven't looked at it since but hope it helps.
  19. Hi, Just going back to LE 2.5 you were able to remove squares of terrain which was handy for things like caves etc, would be great to be able to do that in 3.1. Cheers!
  20. You can open a .pfb file like a world edit it and save it(I didn't know this till recently, but it's always been there).
  21. Ok I just did a quick test myself. You are right Michael, over time with SetVelocity() the entity does slow down indeed. I had Friction = 0, Mass = 1, Gravity Mode = 0. Is it possible its a bug? Maybe it behaved the way I expedted the last time I used the function in an earlier build? Anyway Calling SetVelocity() every update does work.
  22. SetVelocity() every Update? Just a thought also, maybe there is a child node of your object with physics set unknowingly? or something else weird like that. I don't even know if would matter or not. I'm positive SetVelociy() does it.
  23. Sorry that's all I got =(
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