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shadmar

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Everything posted by shadmar

  1. This might help : In editor (for when editing only) Tools->Options->Video->Lightning Quality (High) In game (no.. menu setting isn't inherited by game running): self.world=World:GetCurrent() self.world:SetLightQuality(2)
  2. It's kind of broken, I wonder why it isn't reported. Try these: http://www.leadwerks.com/werkspace/topic/10215-contribution-metal-shader-for-le3/page__hl__reflection
  3. Do a model->GetSurface(1)->GetMaterial()->SetColor(..)
  4. Pivots are not collidable, use an invisible csg box instead.
  5. Just for the test, try Viewrange set to Near in the Appreance tab for the entire house. If that works, you can set all interiors to viewrange near and retry.
  6. shadmar

    Vehicles

    Yeah no problem car_and_camera = Prefab::Load("AddOns/CarDemo prefab (requires addon Vehicles installed)/cardemo.pfb");
  7. shadmar

    Vehicles

    Only the car (wihout wheels) needs a collsion box (prop), wheels must not have any collision, and you should be ok
  8. That's a nice idea, make short viewrange and disable shadows at light level.
  9. It has really no direction, so it will always look flat, no normals will be calculated, AO + ambient looks slightly better.
  10. Try Script.TestThis = Vec4(1.0, 2.0, 3.0, 4.0)-- Vec4 "testing"
  11. shadmar

    Vehicles

    Working car prefab in the WS : http://steamcommunity.com/sharedfiles/filedetails/?id=345315752 if someone wants to test/play
  12. If you are doing what I think you are you should be able to just map coordinates to your uvmap like this (but I cant really tell unless you show me your shader): in vec2 ex_texcoords0; .. vec2 p = ex_texcoords0;
  13. shadmar

    Vehicles

    Got it, dont give wheels a collision shape. Only the car. The wheels must named tire0,1,2,3 using the original script. 0,1 being the steering wheels.
  14. shadmar

    Vehicles

    Ok not crashing anymore, but kind of "takes off" into oblivion
  15. Try setting this to 1, it will speed your loading up alot (not sure it's supported tho) http://www.leadwerks.com/werkspace/topic/9840-deferred-texture-loading/page__hl__deferred+texture
  16. shadmar

    Vehicles

    oh you did nice, I get a crash every time (exe stopped working).
  17. Maybe this : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygotopoint-r700 point would then be patrol waypoints or position of strange sound or just the catering table or toilet depending on what event.
  18. This one is more updated version, howver still not very good : http://www.leadwerks.com/werkspace/topic/10794-needing-help/#entry79138
  19. shadmar

    Vehicles

    I know it's not documented/unsupported atm, but just tryin out from the Vehicle class: Found these, but crashed on my first try (if anyone figures it out let me know) : //Tires virtual int AddTire(float x, float y, float z, float mass, float radius, float width, bool steering, float suspensionDamper = 200.0, float suspensionSpring = 2000.0, float suspensionLength = 1.2, float lateralStiffness = 20.0, float longitudinalStiffness = 100000.0, float aligningMOmentTrail = 1.5) = 0;//lua virtual void AddAxle(int lefttire, int righttire) = 0;//lua //Optional settings virtual void SetGearRatio(std::vector<float> forwardGearRatio, float reverseGearRatio) = 0;//lua virtual void SetTorqueCurve(float topSpeedKPH, float idleTorquePoundPerFoot, float idleRPM, float peakTorquePoundPerFoot, float peakTorqueRPM, float peakHorsePower, float peakHorsePowerRPM, float redLineTorquePoundPerFoot, float redLineRPM) = 0;//lua //Build virtual bool Build() = 0;//lua //Control virtual void SetAcceleration(float engineGasPedal) = 0;//lua virtual void SetSteering(float steering) = 0;//lua virtual void SetBrakes(float brakes) = 0;//lua virtual void SetHandBrakes(float brakes) = 0;//lua virtual void SetGear(int gear) = 0;//lua virtual void SetTransmissionMode(bool automatic) = 0;//lua virtual void SetEngineRunning(const bool running) = 0;//lua //Information virtual Mat4 GetTireMatrix(int tireindex)=0;//lua virtual int GetGear() = 0;//lua virtual float GetRPM() = 0;//lua virtual float GetSpeed() = 0;//lua virtual int CountTires()=0;//lua virtual float GetTireLateralForce(const int index)=0;//lua virtual bool GetEngineRunning()=0;//lua virtual float GetTireSlip(const int index) = 0;//lua static Vehicle* Create(Entity* entity);//lua
  20. After your char is done, you select animate, it will then upload to mixamo to be auto rigged. There are som free animations, others you can buy. (you can cheerypick or buy packs) Checkout when happy and download as fbx finished rigged and animated. You can import custom stuff into fuse aswell, but you it's very strict UV mapping. Probably best to just to export directly from fuse, touch up in max then reimport without touching the uvmap.
  21. Deleted my doodle entry, since someone decided to edit my entry ..
  22. Fuse has new version out today, (and it's at -75%)
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