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Everything posted by tjheldna
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Is anyone else having issues with the LE3 Light not holding its Range field? Seems like every time I reload the level it resets back to 5? Some of my lights are parented but that doesn't seem like it's the problem. Just trying to work out is it something in my project or a bug.
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Not too sure if this has anything to do with it as I mainly use c++ but I noticed there is a comment along the calloutputs function --in, could that have something to do with it? don't know. function Script:Activate()--in end
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Windows/MacOS Project Compatibility (and other stuff maybe)
tjheldna replied to stevejarman's topic in General Discussion
Hi, I've been doing that. You will have separate projects for windows and mac one for xcode and visual studio which wont be compatible. I've just been copying the source code over between the platforms which has been working. The Leadwerks game projects, art, scripts etc are compatible. So yes it's just a matter of copying your source and game files over. Cheers -
Lightammping too fast , no lightmaps :
tjheldna replied to YouGroove's topic in Leadwerks Engine Bug Reports
In the Material editor under the shaders tab check the file path is it coming from the Dynamic or the Lightmapped folder? I think the texture you want lightmapped needs to be from the Lightmapped folder. -
Hi Josh, I'm trying to create a CharacterController Object and spawn a character dynamically in code, but having some trouble. (C++) Is the below code correct? playerEntity = Model::Load("Models/Characters/Barbarian/Barbarian.mdl"); CharacterController *controller = CharacterController::Create(playerEntity, 1.6F, kPlayerHeight, 0.5F, 45.0F); playerEntity->SetMass(10); controller->Release(); I load the level an turn on physics debugging but there is no collision shape. If I replace the CharacterController Line to playerEntity->SetPhysicsMode(Entity::CharacterPhysics); I do get a collision cylinder, but I don't think that's the right way. Any pointers would be great! (excuse the pun =) ).
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Hi Josh, I think I may have found a bug with the Left MouseDown function for OSX. I've just printed out the return values from mouse down. The MouseDown(MOUSE_LEFT) initially starts off returning 0 as expected Click the Left Mouse button - value changes to 1 as expected Release the mouse button - the value stays at 1 window->MouseDown(MOUSE_RIGHT) does not do this and works fine. Cheers!
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Leadwerks 3 "How do I ____?" Questions and Answers
tjheldna replied to Chris Vossen's topic in Programming
Hi Chris, Very sorry I think I was unclear....... In LE2 the function is Collisions(1,6,1) say to let the engine know types 1 and 6 do collide. Is there and LE3 equivelent? Many Thanks! -
Leadwerks 3 "How do I ____?" Questions and Answers
tjheldna replied to Chris Vossen's topic in Programming
Sorry to bump but anyone know how to set custom collision types in Leadwerks 3? I know how to set a collision type. Cheers! -
I have a constant crash when creating geometry and a light. - Create a box make at least 1 of the dimensions of the box about 80. - Texture must be able to accept light maps. - Create a point light and position it so it touches this box. - Set the light map quality to high - Generate the light map I get an exception violation every time and a crash. Tested on Windows only. Cheers!
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Yeah I noticed the difference for Random in the doc's and rnd in code. I have tested rnd it and it does indeed calculate a random number.
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Cool, thanks for the info guys!
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Just a suggestion, it would be great in the world editor if you can place marker nodes for position and rotation. This would be handy for things like spawn points which would only be visible in the world editor. Cheers!
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Leadwerks 3 "How do I ____?" Questions and Answers
tjheldna replied to Chris Vossen's topic in Programming
Hi Does anyone know how to set a custom collision type like you could do in LE 2.5 in LE3 (C++)? Cheers! -
Crash: switching projects after map loading
tjheldna replied to AggrorJorn's topic in Leadwerks Engine Bug Reports
Just on that topic, this issue has to do with opening recent levels in the list. From this option I can load a level which isn't in the current project, which causes textures not being displayed etc. (Tested only on OSX). Cheers -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
I have mac's I can test with at work. I have deploy studio set up so I can just hose them afterwards. -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Hi Rastar the problem was the default path for the installer is something like LeadwerksTestInstall in the Application's folder. You need to go into the Applications folder and change it to Leadwerks. there is also a .cfg file there with project paths referencing that need to be changed. As soon as I did that I did a project clean and compiled which then worked. -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Hi Josh, Just a few things I have noticed with the OSX build (Just calling them as I see them). It appears that keyboard shortcuts don't work, they do work however through the main menu. In OSX mouse scrolling in the viewport seems backwards. From what I'm used to in other engines/editors if you want to move forward you scroll forward. With a light it starts out with a range of 5 if I edit the range less than five it defaults to 10 Cheers! -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Hi Josh, The Headers are there in the location you specified, however they don't seem to be included in the project when loaded. Cheers -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Hi Josh, I'm having an issue compiling in xcode. The issue happens with a new project and the Darkness Awaits project. I try to compile however I'm getting the error "Leadwerks.h file not found". Do I just need to add the source folder into the project? Cheers -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Just found a bug that crashes the engine on the OSX version. Click The menu File ->Save As click the Where drop down and I get a crash. Cheers -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Got it working open a Finder window by clicking on your Macintosh HD navigate to Library/Frameworks/ extract the Scintilla file and drop it into the Frameworks folder it should ask to authenticate. Do it! Leadwerks worked no probs after that. Hope it helps! -
Leadwerks OSX 10.8.2 Cannot be opened error
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Thanks ill try the fix. -
Hi Josh, Trying to launch Leadwerks on OSX Mountain Lion 10.8.2 but fails due to an error. I'm downloading again just in case something went wrong with the download as it looks like it may be a missing texture or something.... "Leadwerks cannot be opened due to a problem" Process: Leadwerks [79686] Path: /Applications/LeadwerksTestInstall/*/Leadwerks.app/Contents/MacOS/Leadwerks Identifier: Leadwerks Version: ??? Code Type: X86 (Native) Parent Process: launchd [143] User ID: 501 Date/Time: 2013-03-04 18:27:57.408 +1030 OS Version: Mac OS X 10.8.2 (12C3103) Report Version: 10 Interval Since Last Report: 1265643 sec Crashes Since Last Report: 65 Per-App Crashes Since Last Report: 3 Anonymous UUID: 3DCEECCD-090F-8E34-1597-6BBB6428A418 Crashed Thread: 0 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Application Specific Information: dyld: launch, loading dependent libraries Dyld Error Message: Library not loaded: @executable_path/../Frameworks/Scintilla.framework/Versions/A/Scintilla Referenced from: /Applications/LeadwerksTestInstall/*/Leadwerks.app/Contents/MacOS/Leadwerks Reason: image not found
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The roadmap Josh posted is exactly what I needed to make what I feel is a more educated decision. Also liked what I saw for the future, so yes I will make the purchase. Thanks for your time to get me across the line!
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Those shadows look good to me. Still want a roadmap though =)