Andy Gilbert
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Everything posted by Andy Gilbert
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Just wondering if anyone has played with physics yet in Leadwerks 3? If i setup a simple key UP DOWN adds local force and LEFT and RIGHT adds local torque i get strange effects: The addForce adds a force but when the key is released and the force is set to 0, the model INSTANTLY stops, despite the speed its traveling, its asif it hits a brick wall, what is stopping it? The torque works fine and will rotate and slow down with friction. But there seems to be something going on with force. Friction also seems to have no effect on Force, it does with Torque. Andy
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ok, will do, if using express will all libraries and paths be correct? Andy
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Since the update if i create a new project the only map i can run is the start.map, if i create a new map this map cannot be run, it errors with. Map file version 12 nor supported Edit: Ive also noticed that now start.map errors the same, this came after i added a script and ran it (i assume it too has now been saved with under a different or incombatible version number) Edit2, ok so i have solved this by copying over the darknessawaits exe files and renaming, these are obviously the latest. But.... I think this is very messy, every update i need to start copying and renaming exe files to all my projects, including NEW projects because the lua template exe's are no longer updated either? Andy
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Files sent via PM. Andy
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Can this be done in the editor? I asked previously what actual files do you need, map, models, whole project? Andy
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Im aware of that, and rightly so that does sort the transparency, it doesnt however fix the bug mentioned above. Andy
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Ive had a quick look through the bugs but cant find a report for this (could have missed it though), there is also a possibility this isnt a bug but i cant figure a way around it. If i have a model and mat with an alpha, the "alpha" part seems to only let CSG stuff though and not other models through, if i move the camera around sometimes they appear other times they dont. Thanks Andy
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Yea I think that's the only real option in uu3d. And from what I remember if you click the group and press del or right click and del this simply deletes the group but truncates the vents into the next group down. You need to select the group or faces in the group then select delete from the menu, either edit menu or 3d menu can't remember now and not on pc, and I'm recalling this from memory so may be wrong. Andy
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I've done quite a few of them already, I spent quite a lot of time learning how to sculpt and design rocks. I did put a few screenies on here last year of some rocks and 'multi rocks' as you call them. Andy
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Thanks, it's not a game or anything just simply a scene I mocked up using my rock models to see repeatability as there is only 3 rock models there. I dont have any intentions to make game from le2 unfortunately how ever much I miss its visual capabilities. Multi rock? Andy
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Not gonna rise to it....
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Some really nice stuff showing up in here, strangly alot of LE2 work which is good. I ended up back in LE2 today after creating some rock models and this is what i ended up with. Only 5 different different objects in this scene and the rocks are all below 200 polys, the small rocks are below 100 polys. Le2 is so amazing... Andy
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Not sure where to post this as there is no bugs for forum or website. nevertherless, im trying to upload some assets, but it "fails to upload" both zip file and screenshots? Andy
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Hi rick, when you say the texture has black for transparency, are you meaning that's what's happenng as apposed to being transparent or the areas black are what you want transparent? As far as I'm aware the transparency is picked up from the alpha channel of the image (not black areas) Also shouldn't you have z-sort checked for transparent mats? Andy
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For question 1 are you asking from a design point of view? As far as I'm aware both of Them are available. All csg can have scripts attatched to themselves or/and can be found from other scripts and controlled in any manner. Andy
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LE 3 : change Script variables in panels during game
Andy Gilbert replied to YouGroove's topic in Suggestion Box
If i understand you correctly I really don't think this will be possible nor have I seen this in many other engines? What you asking for is some way to modify variables on the fly at run-time from within the script panel? To me it doesn't make much sense, you generally use that leadwerks feature to intialise variables. Why would you want to keep changing them enough that you need to do it at runtime? Andy -
Well I've not yet had to this but from what I gather from your original post regarding this there is an option to choose a shapefile? It will the there where you choose your low ply shape file. Andy
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Aggror is right but just to make things clear, you buy the pc/mac initially and then he iOS and android are modules/addons you can purchase at anytime. Andy
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Yougroove I have already explained, you would silmply create a low poly shape for them models, you say your proficient with blender and being a modeller myself from looking at the screenshot it wouldn't take much to make collision shapes for them. It's quite common workflow, while some engines have the ability to make shapes automatically, most use this same technique. Andy
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I can only imagine its still to much of an effort for yougroove's workflow. Andy
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Baah it's images like this that really make me want to go back to le2 and I know I can at anytime but I some what feel that just shouldn't be the case owning le3 but its the unfortunate fact for now. Looks really nice. Andy
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LE 3 : Custom level collision not possible
Andy Gilbert replied to YouGroove's topic in Leadwerks Engine Bug Reports
You would generally use a low poly poly or blocked out shape file of the model you want to apply it too. CSG will always be simple so the physics will work fine, for models you would create a model physics file. A simple blocked out shape that represents the model. Note, i wouldn't say this is a bug? Andy -
Looks nice shadmar! Yougroove, that really isn't that complicated and also irrelivent, if your after a really good low performance cost scene it's what workflow works and suits you best. Blender while being good isn't the answer to all 3d needs. Andy
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The strafe is a known bug, I reported it while back. Andy