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Shirk

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Everything posted by Shirk

  1. Im not sure if decals are supported, but Id like to see some sort of decals with weapons, maybe with the included fpsweapon?
  2. The health is displayed from FPSPlayer.lua, where as the ammo is displayed from FPSWeapon.lua, and Im assuming fpsweapon.lua is ran before fpsplayer.lua. Im not sure how to get the variables I used in fpsweapon.lua to work in fpsplayer.lua. Thats kind of confusing, basically Im assuming one file is ran before the other, and so the vignette is displayed above. I cant use the ammo variables defined in fpsweapon.lua in fpsplayer.lua, if I could, then I would know how to fix the problem.
  3. Alright so I got my basic HUD working, displays health and ammo. I decided to try and add vignette, which I have successfully except one small problem, the vignette layer is above the ammo layer so so it gets displayed above it, where as I would prefer it displayed below. The health displays above it (because I have the code written after the vignette in fpsplayer.lua). Here is what Im talking about. How do I get my ammo to display above the vignette layer?
  4. Editing App.lua works for me too, but I want to edit the fpsweapon.lua to be able to display an ammo counter.
  5. Thanks for the response, but that doesn't seem to do anything. I added a simple print ("Test") to the loop function, but it appears that the whole function isn't even called.
  6. I havent dealt much with lua before, so Im trying to learn a bit of it by picking apart the code from the given files. There is no HUD or anything that comes with the example fpsweapon.lua so I decided I wanted to try and make one. Ive added the following function to fpsweapon.lua, but it doesn't seem to work at all. function Script:Loop() self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(1,1,1,1) self.context:DrawText("Ammo ",92,92) return true end
  7. It would be nice to be able to set our own commands
  8. Sorry for the late reply, but have you tried selecting base in the scene tab and applying the texture there?
  9. Id still prefer having an option for lightmapping as I find it looks better majority of the time, and it can also calculate radiosity which deferred lighting cant (Not in leadwerks atleast) I also cant seem to change the ambient brightness.
  10. Is there any lightmapping in LeadWerks 3.1?
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