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Richard Simpson

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Everything posted by Richard Simpson

  1. If you add this code below to any mesh, the "align to terrain" option is in the "appearance" section at the bottom. require("scripts/class") local class=CreateClass(...)
  2. I had another go with this, here is my creation so far..
  3. I dont think it is in the standard version. I cant find it in any of the menus.
  4. i never knew UU3D had a poly reduce feature! Is that in the standard version too? I cant find it.
  5. That model needs to be in a game Lumooja!
  6. I think it is the DXT5 and mip maps which fix it. I always save with DXT5 now.
  7. I saved this as DXT5 with mip maps and have no "zebra" issue. Try this texture... terrain_grass.zip
  8. Thanks for the helpful replies . If I manage to get it working myself, I might write up a tutorial on how to do this and then upload to the tutorials section. It would be good to have something like this covered in a step by step form.
  9. File Name: Barbed wire fence set File Submitter: Richard Simpson File Submitted: 21 Jun 2011 File Updated: 02 Jul 2011 File Category: Models Triangles: See Description. LOD Versions: Yes The barbed wire fence set consists of 13 meshes that can be laid out to make different shapes and sizes of fence. There are 6 types of barbed wire, 2 gates, 3 posts and 2 support meshes. OBJ files are included with this pack to use with Phygen and LOD models are also included along with their configuration files. Here is the poly count for each mesh: Barbed wire = 2 polygons Bent post 2 = 108 polygons Bent post 2 LOD = 36 polygons Bent post = 136 polygons Bent post LOD = 46 polygons Straight post = 52 polygons Straight post LOD = 16 polygons Bent support = 76 polygons Bent support LOD = 26 polygons Straight support = 28 polygons Straight support LOD = 8 polygons Click here to download this file
  10. And a main link to the rest of the tutorials. http://www.leadwerks.com/werkspace/page/documentation
  11. That is a flaw with the demo version not being able to test out the pipeline. I would suggest this to Josh now as I think he is releasing an updated demo soon.
  12. I would like to play around with cars in leadwerks, But don't really know how to start. Do I export the car body as a mesh, then 1 tire as a mesh that is centered? How easy would it be to alter the viperscout code to get my model to work too? Thanks.
  13. Sketchup is great for architectural modelling due to its ease of use and measurement systems. That's why I use it It's very easy to build something accurate in no time at all.
  14. Ah here we go, courtesy of Vetal! http://www.leadwerks.com/werkspace/files/file/225-lesoldierentityandgamezip/
  15. Yeah I would like the waves and foam! Although I don't think the particles will be added. I reported a bug a while back about particles with water and Josh said this wouldn't be added as another render pass would need to be created each frame, causing a slow down. http://www.leadwerks.com/werkspace/tracker/issue-13-wierd-bug-with-water-and-emitters/ I just did a quick test using a decal underwater though, and this works. Could we not just use an animated texture on a plane to get the same particle effect? Probably wouldn't look as good, but the underwater distortion could hide any bad results!
  16. I had 2.42 before, so just updated to 2.43 and still cant replicate this Have you tried with the LE soldier model? I can't find the animated version on the forum anymore, but I could always upload it in this thread for you If i'm allowed to do that.
  17. I just tried changing the name on the LE soldier model that was on the asset store a while back. No problems with him falling through the floor. Setting it to prop collision in the editor makes it go a little crazy though. I guess that's why you add it in script? Although I wouldn't think that would make a difference. Is it possible for you to upload the mesh you are using Cassius?
  18. I agree. Having a weather system would be great!
  19. I have done everything correctly as far as I know, I have exported my LOD mesh with the same name as the main mesh + LOD1 on the end. And I have created the .ini file including the line: The ini file has the same name as the main mesh also. Does anyone know why this isn't working? I've been trying to fix this now for about 45 minutes with no luck. I even used a pre-made .ini file from the LE folder and just re-saved it and this doesn't work either. Any help will be much appreciated, thanks!
  20. Could you not make the fence PHY file a convex hull? This will make the physics body just a bounding box, and wont allow the car to get into the gaps in the fence.
  21. I would like this too, I couldn't program a GUI, so to have a visual editor would be great! Would this allow you to just load it into a game with barely any programming required?
  22. Just a random guess, would +model work instead of +mesh?
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