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unknown functionality of certain options


AggrorJorn
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I've come acros some options in Leadwerks 2.3, where I know litlle or nothing about. Sometimes I can see someting change in the editor but then I still don't know what the option realy does or how to discribe it.

Leadwerks SDK foler:

Private.

- Contains some models that are for private use only.

Josh can you confirm this?

 

Options menu - path:

- Game Path. How do I use it and when?

 

Options menu - controls:

- Ctrl multiplier. what does this do?

 

The usage of the following collision types:

- Prop

- Trigger

 

Directional light

- Linear offset.

- Shadow distance.

 

Point light

- Linear offset.

- Multiplicative offset.

 

default Lua menu - General

- active. Objects that are activated will perform Lua code (rotating blades.)

- enable. difference with active?

 

default Lua menu - Appearance

- order. Can't seem to find out what is does.

 

default Lua menu - Appearance

- friction. I know what friction does, but I don't know why there are 2 values.

 

 

Any help is appreciated.

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The assets in the SDK are for private use only.

The assets in the WerkSpace Downloads are normally for public use when used with LE, but always see the individual copyright notices for exceptions of this rule.

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Leadwerks SDK foler:

Private.

- Contains some models that are for private use only.

Josh can you confirm this?

 

 

As Lumooja said, these are only usable in the editor there is a dexsoft-games.txt in the same folder.

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Options menu - path:

- Game Path. How do I use it and when?

 

Set game path to the directory where your project is stored.

The editor scans it and editor has access to all gmf (and corresponding .ini, .phy, .lua) files in

it (includes all subdirectories).

 

To get your meshes showed sorted in the righthand view of the editor (for example all your rocks):

- create a sub dir "Rocks"; put your rock meshes in it

- rename your meshes in the directory with the prefix "Rocks_"

The folder "Rocks" can be under another directory like "meshes" or "models". Sorted view stays.

 

Take a look at the models folder in the SDK to see how Josh did it.

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default Lua menu - Appearance

- friction. I know what friction does, but I don't know why there are 2 values.

 

Staticfriction and kineticfriction.

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Options menu - controls:

- Ctrl multiplier. what does this do?

This adjusts how much more slowly the camera moves when the control key is held.

 

The usage of the following collision types:

- Prop

- Trigger

The prop collision type is set up with the collision script in the "start" folder. The type is meant for all moving physically interactive objects, i.e. most objects you put in the scene, unless they are static, in which case the "scene" collision type is preferred. Of course, this is totally configurable by the end user, so you don't have to use my convention.

 

The trigger collision type only registers the collision, and does not have any physical effect. This can be used to make the player activate a trigger by running into it, without actually blocking the player from moving through it.

 

Directional light

- Linear offset.

The linear offset is the distance by which the shadowmap depth is offset. A slight offset is needed to avoid "shadow acne".

 

- Shadow distance.

This controls the exact distance of each stage of the directional light shadow. You can use this to make the shadow extend to cover more of the scene, or you can adjust the distance (and thus the resolution) of each stage. You only have so many pixels per stage, and this setting allows you to adjust their allocation to get the best balance of distance and resolution.

 

Point light

- Linear offset.

The linear offset should never be used with a point light because it will cause gaps to form in the corners of the cube shadow. In fact, I may remove the setting from the script.

 

- Multiplicative offset.

The multiplicative offset is a multiplier which determines the actual distance the shadowmap camera renders. For example, if the range is 10 and the multiplicative offset is 0.95, the shadowmap camera will only render a distance of 9.5, but the shadow depth will still be considered 10.0. This means the shadowmap pixels will be "stretched" to a length of ten, causing a small error that increases with distance from the light source. The shadow pixels that were cast at a distance of 9.5 will be offset all the way back to a distance of 10.0. It's just another way to avoid shadow acne. This is necessary for point lights, because it allows the seams of the cubemap to meet without any gaps.

 

default Lua menu - General

- active. Objects that are activated will perform Lua code (rotating blades.)

- enable. difference with active?

These are just settings the user can make use of in scripts. Any object can be activated or enabled. Activating a disabled object will have no result. An object can only be activated when it is enabled. For example, you might have a door that when activated, slides open. However, the door can be locked by setting the "Enabled" property to False. In that case, when the user pushed a button that activates the door, nothing would happen, because the door could not be activated until it was enabled. It is the user's responsibility to program behavior into their objects, and the enable/activate settings are just a suggested technique.

 

default Lua menu - Appearance

- order. Can't seem to find out what is does.

This sets the entity rendering order, for z-sorted surfaces only. This can be used to make one road appear consistently on top of another road, when they both lie flush on the terrain.

 

default Lua menu - Appearance

- friction. I know what friction does, but I don't know why there are 2 values.

They are for static and kinetic friction, respectively.

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Thanks for the Info Josh and Volker, they are realy helpfull.

 

I have to be honest: I totaly misunderstood the physics type 'scene'. I thought this meant, that the object receives collision from everything that is inside the 'scene' or editor at moment.

 

I doubt if my explanation about the character controller is true then:

o Character. Only the Character controller has collision with this object.

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In "Scripts\start\collision.lua":

Collisions(COLLISION_PROP,COLLISION_PROP,1)

Collisions(COLLISION_PROP,COLLISION_SCENE,1)

Collisions(COLLISION_CHARACTER,COLLISION_PROP,1)

Collisions(COLLISION_CHARACTER,COLLISION_SCENE,1)

Collisions(COLLISION_CHARACTER,COLLISION_CHARACTER,1)

Collisions(COLLISION_CHARACTER,COLLISION_TRIGGER,2)

Collisions(COLLISION_AILINEOFSIGHT,COLLISION_SCENE,1)

 

So we see the character collision type is identical to the prop collision type, except the character collision type will also collide with bodies with the trigger collision type.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Then things would almost be complete!

 

 

Until you think of something else you need ... :):)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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