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nl2012

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Everything posted by nl2012

  1. Hi all I've published a NPC set for LW in the workshop (prefab included). Let me know if you woultd like to see more chars with animation for LW users. Have a nice day
  2. Hi My next free workshop item(s) will be a complete industrial site. Multiple props and buildings (each with three LoD's). If you want (or need) anything special included ...let me know. I'm trying to release it in June. attached an example of one building. (enterable). Keep you posted.
  3. Agree 3D coat is a fast developing and great tool with a nice workflow. I use Mari (because i'm a Modo801 user) and preffer this one but sadly it comes with a steep learning curve and is costly. Modo and Mari have a steam version. I don't know about Steam Modo but i won't advise the Mari steam version. In your case ....I agree with YouGroove..3D coat is a great program
  4. Since this is a suggestion box i have some thoughts to share. I've been working with LE since it first appeared on Steam. Apart from my regular job, i have done alot of freelance content development. I have some other engines that are classified as "easy gamemakers" but i think LW is by far the best to work with as a content dev and programming noob. But, what really could set LW apart from the others is more ready to use LUA scripts so non programmers can build their gamelogic more easy.I know alot of ppl are putting alot of effort in helping non scripters with LUA scripts, and alot can be found in the forums. Just a small example: a 3rd person controller: There are alot of threads (and scripts) about it but you still need a PHD in LUA to get it the way you want. Why not build in (f.e. like the Simple animation lua) a drop down like f.e key G = seq 12. Key shift C is seq 9 .This is just a example. There are hudreds of code snippets in the forum but you still need indepht LUA knowledge. I know this may sound stupid for people that understand LUA but trust me for a whole bunch of users/ potential buyers it isn't. And yes i can start to learn LUA, no problem (i'm working on it ) . Don't get me wrong i like LW alot and admire the effort put into it by the devs and forum members, but more ready to (build-in) go scripts and dedicated manuals for common game mechanics would be highly appreciated. In the mean time i started making ready to use gaming content for the workshop. Thank you for your time and have fun!
  5. Thanks Ma-Shell I missed that one. I'll take a look
  6. Hi I've upgraded my Geforce (970GTX) WQHL driver to version 347.88. Since that upgrade, my LW projects are experiencing very very bad performance (was flying with previous versions) Other apps and games don't suffer from this update.(for most framerates went up) Anyone else experiancing the same problems? Thanks
  7. Thanks for sharing, Great and usefull article.
  8. Don't forget to copy the "green guy"from the Mygame/model dir too ;-). Prefabs have 1:1 relation with Models (even green guys!)
  9. Besides making (baking) them in your 3D app (for a normal and / or displacementmap a 3d app is the way to go), Mindtex (on steam) is cheap and does a pretty good job (estimate based on your diffuse map). Even better but a bit more expensive is B2M (https://www.allegorithmic.com/products/bitmap2material). Have fun!
  10. I changed the code to find the global position of the pivots themselves. And guess what... works great ..thanks guys!
  11. I started playing around again last night and everything kept pointing to my initial thought, the scaling. I'm glad that the scaling "issue" is confirmed now. I will try the global positioning a.s.a.p. I might have even found a simple work around concerning scaling third party rigged characters, keep you posted on that (when i've tested it). Thank you for your time and support macklebee!
  12. They should be (just replaced the crawler with another char so the scene settings where identical) so distance should be fine as well as that pivot placement (unless you maybey take in account the scaling mentioned previously) I do some more "research" this evening. Keep you posted
  13. Hi Rick The reason i used this script is easy... it was there ...and looked logical to me, because as i said before, programming/scripting for now is kinda rocketscience to me ;-). But , just to give my wife even less attention as i do already, i give that a try for sure and try to script it (by the way... i've tried the default waypoint.lua making the pivots targets but that didn't solve it) Thank you for your time! http://www.leadwerks.com/werkspace/page/tutorials/_/script/waypoints-and-simple-ai-r120
  14. Well you could have a strong point there (and a probable solution) All of the imported characters i've imported had to be rescaled big time. I used around 200cm tall for the rescale. which comes down to many hundreds in procentage. If 1 meter is a minimun for proper nav (following the pivots) and LW shows the 200cm but calculates the original size of the character the pivots sould be "miles' apart to work well. And rescaling doesn't hurt the actual bones to be animated correctly. rescale is the only difference between them and the Crawler. When i get back home i set up a scene without a rescaled char and let you know. Thanks
  15. Thank you macklebee, will do as soon as i get back home.
  16. Even doing everthing right the way,in this case like macklebee has written down. LW (or me)seem to have some problems with rigs differ that from the crawler (bones structure?,mesh binding?, mass settings? after rescaling?) My problem is the same and i posted some questions too with no replies/solutions so far. I've tried the characters another engine and they worked just fine. I spend many hours figuring it out myself. So i hope my question helps to solve lxFirebal69xl's problem as well. Has anyone succeeded in letting a non crawler character (diffent bones,meshbinding) move animated from point to point over a navmesh, if yes...how? (-: I don't think it can be bone related because an animation is "baked" into a character, and just calling the animation sequence /track/name should does the trick in every engine. I seems that your/mine chars have a navmesh<<>> custom character issue? So maybey Josh can help out here. Hope this helps
  17. Will do Josh, as soon as a finished the complete first and second level Still some content to be made.
  18. Hi Guys I have a problem ,I,m using using the script by Nick.ace (thanks Nick) like attached. Offcourse the default crawler works fine with a simple animation sequence.But for example rigs from dexsoft, arteria, Fuse (Mixamo Rigged) and the ones i made myself seem not to be able to go to the specified waypoint. Animation works fine on all models. Wierd thing is, even removing the animation the entity doesn't follow (goto) the specified waypoints.It doesn't move at all. Maybey related to Character Controller settings? (for the record I used the crawler settings). Setting the mass as a test to 600 will move the character a few inches. Or am i missing some script related things (I'm a LUA and programming noob but learning). By the way.. currently converting some game content from my stores (other engines) to leadwerks and will make them available for free later next month on steam. Any ideas Thanks Script.Speed=1.0--float Script.Sequence=0--int function Script:Start() self.patrol={} self.currentpatrol=0 self.patrol[0]=self.entity:FindChild("Pivot0"):GetPosition()+self.entity:GetPosition() self.patrol[1]=self.entity:FindChild("Pivot1"):GetPosition()+self.entity:GetPosition() self.patrol[2]=self.entity:FindChild("Pivot2"):GetPosition()+self.entity:GetPosition() end function Script:UpdatePhysics() self.entity:GoToPoint(self.patrol[self.currentpatrol].x,self.patrol[self.currentpatrol].y,self.patrol[self.currentpatrol].z,1.5,1) if self.entity:GetPosition():DistanceToPoint(self.patrol[self.currentpatrol])<1 then self.currentpatrol=self.currentpatrol+1 if self.currentpatrol>=3 then self.currentpatrol=0 end end end function Script:Draw() self.entity:SetAnimationFrame(8,1,4) local t = Time:GetCurrent() self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence) end
  19. Hi Guys Still have the same problem as descibed in previous thread by me,using the script by Nick.ace (thanks Nick). Offcourse the default crawler works fine, but for example rigs from dexsoft, arteria, Fuse and the ones i made in MODO801 myself seem not to be able to go to the specified waypoint. Animation works fine on all models. Wierd thing is. even removing the animation the entity doesn't follow (goto) the specified waypoints.It doesn't move at all. Maybey related to Character Controller settings? (for the record I used the crawler settings) Or am i missing some script related things (I'm a LUA and programming noob) Any ideas Thanks
  20. Correct.. The mixamo characters work fine with animating (i use UU3D and save them as gmt and rename them to mdl) apply LE animating shaders. Download from mixamo as skinned. There is one problem i still have being a 3D dev and a total Lua Noob. i attached the following script to a char (The animation works fine but it stays at the same place and doesn't follow the path along the pivots). Replacing the mesh with the default crawler ...it works great. any ideas? so same setup is used Here a copy of the script and thanks in advance! Script.Speed=1.0--float Script.Sequence=0--int function Script:Start() self.patrol={} self.currentpatrol=0 self.patrol[0]=self.entity:FindChild("Pivot0"):GetPosition()+self.entity:GetPosition() self.patrol[1]=self.entity:FindChild("Pivot1"):GetPosition()+self.entity:GetPosition() self.patrol[2]=self.entity:FindChild("Pivot2"):GetPosition()+self.entity:GetPosition() end function Script:UpdatePhysics() self.entity:GoToPoint(self.patrol[self.currentpatrol].x,self.patrol[self.currentpatrol].y,self.patrol[self.currentpatrol].z,1.5,1) if self.entity:GetPosition():DistanceToPoint(self.patrol[self.currentpatrol])<1 then self.currentpatrol=self.currentpatrol+1 if self.currentpatrol>=3 then self.currentpatrol=0 end end end function Script:Draw() self.entity:SetAnimationFrame(8,1,4) local t = Time:GetCurrent() self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence) end
  21. Hi YouGroove Thanks, yep i traced it back and it was the firewall (Workshop related) seems to work fine now as long as i keep my steam connected when saving a project maps. maybey a coincidence but i works for now .. Have a nice day
  22. Hi all All my projects worked fine for months until i installed the gun DLC. 1) Existing project 2) install workshop dlc 3) every thing works fine 4) save the map 5) start leadwerks.exe 6) crash (exe failed to oald lib file) no logs written Deleting the addon dir in explorer did't work, project keeps failing. checked app.lua and so on ..noting works. I see some wierd stuff in my firewall. Maybey LW/Steam checking the dlc from steam on loading the map/project? Thank you in advance!
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