Jump to content

DudeAwesome

Members
  • Posts

    541
  • Joined

  • Last visited

Everything posted by DudeAwesome

  1. Hey guys, I see no functions in the API to edit the Setup Wizard when I publish a game like edit Game Icon, change images (powered by steamwerks images) with own images and settings like create icon or startmenu entry how I can change this?
  2. your playermodel may is stuck in the ground (foot) ?
  3. networking is toooooo big. raknet is a good solution. dont reinvent the wheel
  4. in Camera::Project change line 33: local p = self.camera:Project(Vec3(self.model:GetPosition())) to line 33: local p = self.camera:Project((self.model:GetPosition())) greetz
  5. ah ok. didnt saw that. just was looking for something like drawLine in world/camera/context with x,y,z coords thx rick
  6. Hey guys I will draw a line to see my Pick() rays. I only find the command to draw a line in the window but I will draw a line in 3d space and cant find the function in the api someone can tell me the functionname() ?
  7. ah ok so nvm and just put code in PostRender() not UpdateWorld() sure but when the games become bigger its hard to hold the overview of the code. its just my opinion. there are million ways to do the same
  8. mhmm I dont know what a material has to do with a light entity? my shadows working when I use a Spotlight from the editor IF I DONT CHANGE SOMETHING and use a spotlight from codeside My shadows will not be dropped. So i thought I have to turn on shadows from the lightsettings but it looks like I have to do from material side but I dont get behind it why it will not work with my code light
  9. thx but also it will not work ;( where you see that command in the api? a spotlight earns functions from object/entity/light and I cant see a function like "SetShadowMode()"
  10. I meant use the function Script:UpdateWorld() from an xxx.lua class to write text by getting the main context from the app.lua like App.context:DrawText(test,x,y) + do some setblendmode stuff before and after should work i guess? I prefer DDD so I would seperate so much as possible and so less then needed that the code is logical correct with the real world. vars from classes also should always be private. to get write/read access use getters/setters a weapon cant draw anything in reallife so you need a hud class also. the hud class onnly can draw. so the hud class have to ask weapon class how much ammo is available to draw it on the screen.
  11. plz give us a changelog
  12. Hiho I created a Spotlight with self.flashlight = SpotLight:Create(self.entity) but all objects drop no shadows. when I create a spotlight in the editor my objects drop shadows.. is there a way to enable shadows from code side?
  13. if you want permanent update/drawing do a DrawText() in the UpdateWorld() function I prefer getter/setter functions for private vars like GetHealthpoints() or if you will do more stuff related to an update (just do something when HP or AMMO has changed) you can also use the observer to hold your code clean or put everything for HUD stuff in a pivot. there are many solutions.
  14. you can resize models in model editor in leadwerks. double click the model and then TOOLs -> RESIZE
  15. http://www.blendswap.com/blends you have to register first. see the blends section
  16. your cat doesnt support OpenGL 4.0 dude
  17. you also can share your code if its interesting
  18. does your team have any coding skills? how old are you and your teammembers? most of the OPs are under 18. have no coding skills and just dream about a game that never see light while using programms like 3dmax or maya from latest warez page. btw: your opening post seems like i´m right because it give me not only one usefull information. good luck
  19. your opengl 2.1 is from 2006, its 2014 now. why you buy an new engine for 100$ and read no requirements? sry but this is just a fail on your side m(
  20. I dont know why but now it works. but I dont changed something strange ---------edit----------- ok I know when this happens. when I load a prefab and rotate it with SetRotation() the prefab falls through my ground. when I dont SetRotation() its ok. works Script.ItemPath = "" --path "(Prefab) Item" Script.MaxItems = 5 --int "Max Spawn Items" Script.DroppedItems = 0 --Number of Items dropped function Script:DropItem() --in if(self.DroppedItems < self.MaxItems) then self.DroppedItems = self.DroppedItems + 1 System:Print("Drop") self.prefab = Prefab:Load("Prefabs/test.pfb") --SpawnPosition is Pivo Position self.prefab:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y,self.entity:GetPosition().z) --Rotate Prefab --self.prefab:SetRotation(0,90,90) --self.prefab:PhysicsSetRotation(0,90,90) else System:Print("maximal items dropped") end end dont works Script.ItemPath = "" --path "(Prefab) Item" Script.MaxItems = 5 --int "Max Spawn Items" Script.DroppedItems = 0 --Number of Items dropped function Script:DropItem() --in if(self.DroppedItems < self.MaxItems) then self.DroppedItems = self.DroppedItems + 1 System:Print("Drop") self.prefab = Prefab:Load("Prefabs/test.pfb") --SpawnPosition is Pivo Position self.prefab:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y,self.entity:GetPosition().z) --Rotate Prefab self.prefab:SetRotation(0,90,90) --self.prefab:PhysicsSetRotation(0,90,90) else System:Print("maximal items dropped") end end even when I uncomment the PhysicsSetRotation() Function it wont work.
×
×
  • Create New...