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  1. Today
  2. Yah I saw that error as soon as I posted this message. Seems to be NO WAY to delete a topic anymore so I had to just leave it.
  3. How do you know that layer1Amount equals 40? That seems very odd to hard-code the array size. You can use #uagc_clouds to get the array size.
  4. This has been happening awhile but I haven't came back to it yet because i havent needed to do anything like this until now. Here is some the code: --- Start the clouds for t=1, self.layer1Amount do uagc_clouds[t].mesh = self.layer1Cache[math.random(1,self.layer1TypeCount)]:Instantiate(world) uagc_clouds[t].mesh = Model(uagc_clouds[t].mesh) uagc_clouds[t].mesh:SetHidden(false) uagc_clouds[t].mesh:SetPosition(player.entity:GetPosition()) uagc_clouds[t].mesh:SetPickMode(0) local anum = math.random(self.minScale, self.maxScale) uagc_clouds[t].mesh:SetScale(anum, anum, anum) uagc_clouds[t].mesh:Translate(math.random(-self.maxDist,self.maxDist), math.random(self.minHeight,self.maxHeight), math.random(-self.maxDist,self.maxDist)) uagc_clouds[t].mesh:SetLodDistance(self.lod1, self.lod2, self.lod3) uagc_clouds[t].speed = Random(self.maxSpeed/2, self.maxSpeed) end --->> Move the clous for t=1, 40 do uagc_clouds[t].mesh:Translate(0,0,1) --- THIS LINE ERRORS OUT !, says uagc_clouds[t].mesh is nil when clearly the code above sghows it isnt. end
  5. Found it: uagc_clouds[t] = Model(uagc_clouds[t]) uagc_clouds[t]:SetLodDistance(50, 60, 70)
  6. Model::SetLodDistance parameters changed, up to four LODs are supported. Changed to what ?
  7. i think it can be related to this bug
  8. Try this: self.mesh2 = Model(self.mesh2) self.mesh2:SetSkeleton(self.mesh.skeleton)
  9. Sent it up again, wasnt broken on my end however.
  10. The user reported that the console is continuously printing "Invalid operation" errors while the game runs.
  11. Why is the image link broken?
  12. The false argument should prevent the null character from being written at the end.
  13. 0.9.6 Added terrain mesh layer picking, which means 3/4 of my tasks I listed for the week in Saturday's meeting are already finished. The PickInfo structure now has an integer for the index of the mesh layer and an iVec2 for the exact picked instance.
  14. Why do I get this when using the command self.mesh:SetSkeleton(self.mesh2) ?? Do the two models have to be identical even this the bone rig is identical ? This is my code that bottoms out. self.world = self.entity:GetWorld() self.mesh = LoadModel(self.world, self.playerModelFilenname) self.mesh2 = self.mesh:Instantiate(self.world) self.mesh2:SetScale(1.35,1.35, 1.35) self.mesh2:SetSkeleton(self.mesh)
  15. Yesterday
  16. I had to use WriteLine for Leadwerks as WriteString wrote extra data at the end. Much appreciated!
  17. Fixed! I had to completely remove the project files from Documents and then set up a new project and now it works with no problems!
  18. 0.9.6 Foliage tool will now make use of slope and height constraints. Imposter generation will now remove a previously generated imposter, if it is found, so you don't have to manually delete those each time you update the imposter.
  19. Josh

    Test Tree

    I have been using this model a lot for testing the foliage system. oaktree_d.zip
  20. 0.9.6 Imposter lighting corrected. I also made some corrections to how the imposter images are generated, so I recommend recreating these. Make sure you delete the old imposter mesh and LOD from the model hierarchy before creating a new one.
  21. Prefabs dragged onto the scene appear in editor but not in play mode.,
  22. Hi. In Actor class, useupdatephysics bool is true, but UpdatePhysics() function is not called.
  23. I wonder if this is the isue: Loading shader "C:/Users/Administrator/Documents/Leadwerks/Projects/ALonelyOrbit/Shaders/Lighting/directionallight.shader"... Failed to link shader.
  24. For some reasons the model prefabs get culled wrong. https://streamable.com/u6a83p Create an Prefab with an Model and place it into the scene.
  25. Maybe there is a shader compile error earlier in the log?
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