Ttiki Posted September 5, 2020 Share Posted September 5, 2020 Hello. I thought about a physic property for materials where you would choose the kind of material (water, wood, concrete, grass, etc.). Then, from lists of sounds (i.e. walking sounds for the player kind of list), Leadwerk would play them randomly depending on what materials the player is interacting with and depending on the physic of the material. I don't know how complicated this would be to add. I know I could try to make a system like that by I think having it natively into Leadwerk would be a good point for Leadwerk. Thank you and have a nice day. 1 Quote Just making games for fun. Currently working on T3-L4 Link to comment Share on other sites More sharing options...
Thirsty Panther Posted September 5, 2020 Share Posted September 5, 2020 We had a challenge on this very subject. Not sure if all the links in it still work. Let me know if you cant find can find some of the scripts I may have them stored off line. 1 Quote Link to comment Share on other sites More sharing options...
Ttiki Posted September 5, 2020 Author Share Posted September 5, 2020 7 minutes ago, Thirsty Panther said: We had a challenge on this very subject. Not sure if all the links in it still work. Let me know if you cant find can find some of the scripts I may have them stored offline. Thank you very much, this looks very promising and will certainly help me with my current game ? 1 Quote Just making games for fun. Currently working on T3-L4 Link to comment Share on other sites More sharing options...
Yue Posted September 5, 2020 Share Posted September 5, 2020 https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_GetMaterial 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted September 15, 2020 Share Posted September 15, 2020 I have thought about this. Models are made of surfaces, each of which can have a different material. But a model has only one physics shape. So there isn't an exact correlation between physics shapes and materials, in some cases. My solution to this is to implement a BSP tree class for brush geometry. This will store the material for each BSP face because the physics geometry is generated directly from the visual geometry, so it all works out nicely. 4 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...
reepblue Posted September 17, 2020 Share Posted September 17, 2020 Keep us posted on how it works out. I got impact sounds for models, but it'll be nice to have material types for each material like the Source Engine provides by default. 2 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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