nick.ace Posted December 29, 2014 Share Posted December 29, 2014 TrafficWerks: A traffic system for Leadwerks Features: -Almost any type of road imaginable is possible -Performance stays roughly constant no matter how many roads there are -Adaptive turning means vehicles are less likely to miss turns -Vehicles react to obstacles in front of them including other vehicles Upcoming: -Better turning -Traffic lights (they are completed, but I have to reorganize the script or provide light models or something) -Road prefabs -Multi-lane roads -Variable speed limits http://steamcommunity.com/sharedfiles/filedetails/?id=364622139 3 Quote Link to comment Share on other sites More sharing options...
zanderuk Posted December 29, 2014 Share Posted December 29, 2014 Hey, I tested it out but I get an error in carmap script line 6. followed the way you did but I come up with the error of global value nil Quote Link to comment Share on other sites More sharing options...
nick.ace Posted December 30, 2014 Author Share Posted December 30, 2014 Hi zanderuk, did you copy/paste the code in app_dot_lua_header.lua to the top of App.lua? That might be the reason why it's not working. I think I might have forgotten to document this. Quote Link to comment Share on other sites More sharing options...
Rolandd Posted January 1, 2015 Share Posted January 1, 2015 This is just perfect! Got one question tho, I got the Leadworks software yesterday after spending couple of hours on the demo version, so i'm not that familiar with all the stuff yet. But do you know why I have a box on the vehicles and a round circle as well in the middle of the vehicle, like this: http://puu.sh/dVyQx/bb685c3f72.jpg Went through some options, enabled/disabled stuff but that did not seem to do the trick. I did some code changes but none that should put boxes on vehicle... I think. Quote Link to comment Share on other sites More sharing options...
nick.ace Posted January 1, 2015 Author Share Posted January 1, 2015 Hi Rolandd, I think you are missing the invisible.mat material (which you may have deleted) or you deleted that part in the code. There should be a box generated in the code to allow for faster raycasting. I don't really know where that smaller and taller box in the middle of the vehicle is coming from though. Maybe that's something you put in? Quote Link to comment Share on other sites More sharing options...
diedir Posted January 1, 2015 Share Posted January 1, 2015 Thank you Nick.Ace for posting all this, in the mean time, i have at last finished my code, which works "perfectly" now. going back to editor now. Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
nick.ace Posted January 1, 2015 Author Share Posted January 1, 2015 NP diedir! @Rolandd I looked again at my code, and it turns out I was missing a line in the app_dot_lua_header.lua file. I uploaded the new code to Workshop. This needs to be a global variable in App.lua, like the rest of app_dot_lua_header.lua: invisibletexture=c:Load("Materials/Effects/Invisible.mat") Quote Link to comment Share on other sites More sharing options...
Rolandd Posted January 1, 2015 Share Posted January 1, 2015 Yepp, working perfectly now: http://puu.sh/dVRjn/2edd735da2.jpg (mass on monstertrucks are a little out of place, so they are going a bit off road and flying all over the place when they bump into each other ) Thanks! Quote Link to comment Share on other sites More sharing options...
nick.ace Posted January 1, 2015 Author Share Posted January 1, 2015 Haha, np. You can change the mass distributions in the editor. Go to View->Show Physics and then click on the monster truck. You'll see an orange box around it, and under the Physics tab under the Scene tab, you can edit the size of the box as well as the mass. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 You may have better performance in the latest beta. I'm not sure if it will make a difference yet. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
nick.ace Posted January 8, 2015 Author Share Posted January 8, 2015 I maybe see a little difference, but it's not too substantial. I just tested the default vs beta again, and I get about half the framerate in the beta. Quote Link to comment Share on other sites More sharing options...
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