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Posts posted by Haydenmango
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I keep getting this error -
Writing screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga"...
Failed to write screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga".
am I doing something wrong?
my code is just this -
if self.window:KeyHit(Key.I) then
self.context:Screenshot()
end
EDIT --
Talked to macklebee about the issue and it was just that my "Hayden" folder was locked.
So I changed the path like so -
self.context:Screenshot("c:screenshot.tga")
and everything works.
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Ah, that makes sense. Is there anyways to enable screenshots in workshop games?
I think context:Screenshot() only works with lua sandbox disabled so that won't do.
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Does Lua Sandboxing disable Steamworks? It seems like it does and that is unfortunate because there is no way for people to take screenshots in Workshop Games unless they use some other software.
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Re-published and now everything works. Thanks Josh!
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I published my halloween game to the workshop for testing and all of the items I got from the workshop failed to load. This is what the log says to every workshop item-
Loading model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl"
Failed to read file C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl
Deleting model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl"
I am using Leadwerks Indie Edition and am in the beta.
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Good stuff Rick! I really like how you are setting up the sequences and I love that overhead play-style.
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That sounds like a solid design. I would go with making a new level when you switch to the industrial area just so you can make the most out of each separate area without running into performance issues. Using a lift for the map change is a great idea. Keep up the good work, I am looking forward to seeing more!
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Wow! I really like the sewers layout, great job.
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Everytime I try to add a shader to a material it doesn't work. I am using Leadwerks Indie edition and am in the beta. More info in this video - https://www.youtube.com/watch?v=B0YhnuMfI1A
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I just found this game changing tutorial for how to make trees without hours of tedious modeling. Check it out! --
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I have been getting the same problem ever since the last update. I didn't know it could be fixed by choosing angular threshold though, thanks for that.
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My guess is it's just the Lua garbage collector not collecting yet.
You were correct, I placed collectgarbage() in my App Loop and everything cleans up. Testing memory usage is tricky with Lua.
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I see, that is a bummer because these shaders are to complicated for me to figure out what could be wrong. Guess I will have to disable them for now.
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I found this bug by checking my log file after play testing Hunt For Food. The fog shader is loaded when it rains and it should delete when it stops raining but after I checked my log I noticed that it wasn't being deleted and I just had a bunch of fog shaders being loaded everytime it started raining.
I checked over the shaders and the fog shader is loaded through a script but the fxaa and contrast shaders are not. Which means that this happens regardless of the shader being loaded through a script.
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ClearPostEffects() doesn't seem to delete post effects from my memory but it does detach the current post effects from my camera. I made a video to show more - https://www.youtube.com/watch?v=YCPt3fP4A6M&feature=youtu.be
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When you turn a directional lights shadow mode from Static+Dynamic to None and then back to Static+Dynamic a memory leak occurs. I am using Leadwerks Indie Edition 3.2 beta.
More info can be found in the video I made - https://www.youtube.com/watch?v=ES9HD9Fi0jU&feature=youtu.be
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Oh I meant that it is supposed to have a mass of 0. Having that cylinder shape you just added and a mass of 0 should make it work.
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Yeah that is weird. Hmm does your disk have a mass of 0 and a physics shape? I am not sure what could be wrong other than that.
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Trigger Collision Types only collide with Character Collision Types.
Check out this if you haven't - http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778
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Hey there!
What I use for general model creation is Blender. It is free and very useful but can be complicated. There are lots of tutorials on youtube that should help you get started. http://www.blender.org/
For humans I use MakeHuman and then I export them to Blender to animate them. http://www.makehuman.org/
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Good idea.
I like Leadwerks because:
- The Leadwerks Community for tutorials, models, scripts, shaders, etc.
- Steam Workshop Game Player
- Character Controller for Indie Edition makes game making super fast.
- Fast Art Pipeline, especially with Blender (Blender exporter and .fbx support)
- Affordable Price!
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If you just want to check if your sphere has had a collision but you don't want it to actually collide you could set the collision type to Collision.Trigger. If you want it to collide with more then just Character collision types you will have to create your own collision type using Collision:SetResponse().
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Looking good! The enemy aliens look great I can't wait to see them animated.
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To give entities collision they need a Physics Shape. See the physics tab of the entity.
You can choose a collision type for the entity to make it collide with other entities. See collision reference here - http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778
Then if you want the entity to move when it collides it needs a mass above 0. If you want it to stay still (Like the ground, walls, ceilings) give it a mass of 0.
Dan22's Maya Modelling
in Showcase
Posted
Nice job, those are some good looking models. Also the funny model made me laugh.