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tjheldna

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Everything posted by tjheldna

  1. There is no alpha being drawn use the set blend mode Alpha before the draw and blend mode solid after you finished drawing your text etc. think that's it. self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(1,1,1) self.context:DrawText(text,x,y) self.context:SetBlendMode(Blend.Solid)
  2. I have a feeling it can't find the default project. I had something like this happen in testing once. In your "Documents" folder Is there a Leadwerks\Projects\MyGame folder? If not I guess create a Leadwerks\Projects folder. Go into your steam Leadwerks install directory and copy the MyGame folder into the Leadwerks\Projects folder
  3. Hi Josh, This issue has been happening since I can remember with Leadwerks 3. I haven't worried about it as it isn't a real big issue, but can be annoying as the only fix I can find is restarting the editor. I'm not sure on what makes this bug occur sorry! It doesn't seem to matter if it's move, rotate etc. See the image RHS. When selecting models, every now and again the widget lines align. If you click where an axis should be drawn you can still move the model along that axis so it's just a visual thing.
  4. I believe I was doing something wrong with the slider joint so this report can be closed.
  5. Hi YouGroove, Nope its a different issue. I can't upload projects at the moment. I keep getting an error when uploading.
  6. Hi, You will need to compile the project in debug and release modes first to use the play buttons in the editor. Even if you create a lua project. Cheers!
  7. I believe I've found a bug with with Rigid Body Physics. My physics shape is set to: Mode = Rigid Body Type = Box Shape Offset = 0, 0, 0 Shape Rotation = 0,0,0 Shape Size = 0.4, 0.11, 4.0 Mass = 10.0 The object aka a plank of wood is added to the world in mid air expecting to fall to the ground when the world is loaded. When the world is loaded, it appears that the object has no physics applied to it and just hangs in mid air with the above settings. If I touch the object with the character controller the object will snap to the location where it "should" have ended up if it dropped to the ground normally. After that initial issue the object can be pushed around normally. If I increase the Y value to say 0.2, the plank falls to the ground as expected. Cheers!
  8. Hi Josh, I think I've found a few issues with the Listener class. Looks like the range field is not being initialised (C++), noticed while debugging. Also Listener::GetRange() and Listener::SetRange() does not exist. Damn can't seem to upload a screen shot now (too big)! Cheers!
  9. This has been happening from time to time but could never work out the cause. - Move forward in the perspective view port. - Right click in the perspective viewport to bring up the properties menu. Once the properties window is open it does not matter now if you still have the movement key down. - Click anywhere except the properties window. This will lose the properties menu. You are now stuck in a forward movement. Cheers!
  10. Ok seems no matter what I try I cant upload anything large, so what I've done is provide the bare bones needed for the project. A new c++ project needs to be created and overwrite the files and folders with the ones provided. See previous post for instructions. Cheers!
  11. Hi Josh, I've been playing around with the slider Joint and think I have come across an issue. There is a possibility that I'm doing something wrong, but I don't think I am. Trying to upload a sample bug report project which is 41.33mb .rar file but it's saying file is too big. Never had that problem before? any ideas? Anyway when the sample is uploaded. The Keys i and o move the pillar from left to right. - Press i first and the pillar will move as expected and stop at the other pole. - press o and the pillar will start to move then just hang. The issue seems to occur when a mesh has a slider attached as a child then the joint is deleted. The first movement appears to me like it always works. If you release and recreate the joint and try to move the slider again, it has trouble. Cheers!
  12. Just did a massive internal fist pump as I just got it all working exactly as I wanted it. Thanks heaps guys.
  13. Thanks guys, I'm just a little worried with the physics as this platform in particular needs to go though the terrain ( its a collapsing structure). Anyway I'll look into each suggestion today and see what works. Cheers!
  14. Im trying to create a moving platform between two points and need the player move with the platform. This interpolates the platform between the points nicely Vec3 lastPosition; lastPosition.x = Math::Lerp(current->GetPosition().x, finish->GetPosition().x, smoothness / Time::GetSpeed()); lastPosition.y = Math::Lerp(current->GetPosition().y, finish->GetPosition().y, smoothness / Time::GetSpeed()); lastPosition.z = Math::Lerp(current->GetPosition().z, finish->GetPosition().z, smoothness / Time::GetSpeed()); current->SetPosition(lastPosition.x, lastPosition.y, lastPosition.z); Currently Iv'e created a platform which sinks into the ground however when the character controller jumps on it, he does not sink with the platform until I move him, so maybe the physics on the character is sleeping or something. Also he does not move with the platform as it moves from side to side. Am I doing something wrong in the way I have created this 'Mover Object'? Am I supposed to use a Slider Joint? Not too sure. Thanks all!
  15. Would be cool if you could go File->Save As .pfb extension as an option also. Just an idea.
  16. At the moment you need to keep the original in the level somewhere to be able to edit. I posted in a separate topic which I must not have worded properly and I forgot to respond to. It would be real nice if a prefab was created and edited like a world as mentioned they are basically a world anyway. For example you can open up or save as a prefab in the world editor, or a separate editor window, make your changes and then save. This would eliminate the need for a base model in the level too.
  17. Say I have a tree model and place it in the world, would I be better off creating a prefab from that tree to create more, or is it just as efficient to keep adding the models in? Just looking for the best approach.Cheers!
  18. With photoshop there is the option for no interlacing but I can't see the options in the other software. Also as far a the terrain not editable, this isn't the case like I thought. It turns out the height value was reset to 1 on the crash so all I needed to do was increase it's value back up again.
  19. I'm also getting a lot of these when saving a file from an external program, As soon as I save in the external program I get a warning from the editor, something like "failed to convert" etc.. I have a feeling it's all related. Even though after is says it's converted in the log after the error, it has not when you check the texture. I need to close the editor down and reload it before it loads successfully. Cheers!
  20. Just had a look though my application logs and found a few of these..... Log Name: Application Source: Application Error Date: 24/11/2013 8:22:23 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: SENTINEL Description: Faulting application name: img2tex.exe, version: 0.0.0.0, time stamp: 0x519d3344 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0x80000026 Fault offset: 0x74ccc9f5 Faulting process id: 0x13d0 Faulting application start time: 0x01cee8fadfbd57ba Faulting application path: C:\Leadwerks\Editor\Tools\img2tex.exe Faulting module path: unknown Report Id: 1d705afb-54ee-11e3-99a8-1c6f65c06163
  21. Hi Josh, Iv'e been having a few issues with the editor lately. I understand that these issues may be close to impossible to track down, but I thought I'd log them anyway as you never know your luck! The problem with this bug report is that this issue appears to be happening randomly and I can't pinpoint exactly what is the cause. I have the source .psd file saved in another location, I then save as a .png into the project folder. - Clicking save to .png from Photoshop into the projects directory randomly throws an exception if the editor is open. - Clicking save to .png from Crazybump into the projects directory randomly throws an exception however this happens a lot more frequently from this program if the editor is open. If I get the exception from above and reload the editor and world I almost certainly I loose all my terrain height data and can no longer edit the terrain height (it just doesn't move no matter what tool you use or how many times you reload the level). The only way is to create a new terrain block again. Like I said 95% of the time this will work without a hitch, and wasn't a big issue, but loosing your terrain data has made it a bit more of an issue. I recommend testing with crazybump if you have it it definitely seems to happen more often when saving directly into the projects folder using that software.
  22. Thanks you guys, from that I worked it out. Looks like by default XCode 5 uses 64bit. Here is a screen of my settings that made it compile again. Note that BaseSDK has no entries, I don't know why.
  23. Hi All, I recently upgraded to xcode 5 now I can't do much =). Ive tried doing a little research on the topic but found nothing about xcode 5 and what I did find on the topic didn't work. When trying to build I get this error... The project has this error... Any Ideas?
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