Jazz
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Posts posted by Jazz
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I would imagine RPG Maker is the first step before they try their hand at a simple and friendly 3D RPG maker that LE could be the backbone of.
There is already a very good 3D "RPG Maker" on Steam.
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I don't get it My character skin still disappears.
Is that "self.torso" a bone ?
in start: self.child = self.entity:FindChild("Bone")
Bone = top bone in the heirarchy
In your Update loop:
self.entity:SetPosition(self.child:GetPosition(true))
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What Aggror said. Also, I check if the source exists before trying to play it, just in case.
if window:KeyHit(Key.F) then self.FLsource = Source:Create() self.FLsource:SetSound(self.sound.FLsound) self.FLsource:SetVolume(0.2) self.FLsource:SetLoopMode(true) end if self.torch1:Hidden() then self.torch1:Show() --check if source exists if self.FLsource ~= nil then --if it's not playing, play it if self.FLsource:GetState() == Source.Stopped then self.FLsource:Play() end end else self.torch1:Hide() --check if source exists if self.FLsource ~= nil then --if it's playing, stop it if self.FLsource:GetState() == Source.Playing then self.FLsource:Stop() end end end
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http://www.leadwerks.com/werkspace/topic/12448-a-more-robust-input-command/#entry89840
edit: Noticed you need it for C++ so this won't help much
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Thanks for the feedback. I can add in an option for that. But you can also change sensitivity in the options menu.
Whoa nice, I didn't even see that.
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For me the camera turning is too slow and I have to swipe the mouse too much to turn the camera. A fixed camera might be nice or a sensitivity setting. The game is addictive!
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Does this work on terrain yet?
No
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In the title screen of my tournament game Rick Powers he's 'falling' and it looks like the wall behind him is endless but I actually just created a huge cylinder and am rotating it.
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Using the beta I needed to put 180 in the character angle of the dragon's physics tab to fix the key directions.
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Works fine on the release version so I don't know.
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Just tried Little Dagon in the beta Launcher. The forward/back and left/right keys are reversed.
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I did this pretty fast so I'm sure others will have a better way to do it, maybe using tables
or something. I didn't want to have to rename sounds or material files, just drop the
material on and it detects what the sound is automatically.
Gravel, snow, dirt, and wood added as well.
Using FPSPlayer.lua, in UpDateFootSteps() it calls function GetMaterialSound() which
returns the randomized footstep sound for that material to play.
Hacked up sounds are from www.freesfx.co.uk and www.freesound.org.
Extra textures are from my public domain archives. Original images are not included,
only the .tex files.
Create a FPS project and extract the archive in the project's main directory.
File is 20MB
Now if we could just get the material of the terrain...
https://www.dropbox.com/s/2bco2wr1dlou4gr/footsteps.zip?dl=0
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Nice shader macklebee. Just made a (really) simple compass in PS for anyone to use/play with.
I wrote the instructions out so new people can follow it.
Extract the zip file into the Materials directory.
This goes at the top of FPSPlayer.lua:
Script.imageshader = Shader:Load("Shaders/drawimage_enhanced.shader")
Script.Tx = Texture:Load("Materials/compass.tex")
Script.Tx2 = Texture:Load("Materials/compasspointer.tex")
This goes in FPSPlayer.lua's PostRender function after context:SetBlendMode(Blend.Alpha)
context:DrawImage(self.Tx,100,100,200,200)
local oldShader = context:GetShader()
context:SetShader(self.imageshader)
local angle = self.entity:GetRotation(true)
self.imageshader:SetVec2("pivotposition", Vec2(100.0,100.0))
self.imageshader:SetFloat("angle", angle.y)
context:DrawImage(self.Tx2,100,100,200,200)
context:SetShader(oldShader)
If you're using the release version (4.2) where the SetInput bug exists change the following line or player rotation won't be updated when standing still:
self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true)
to
self.entity:SetInput(self.camRotation.y, playerMovement.z + 0.0000001, playerMovement.x, jump , false, 1.0, 0.5, true)
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Playing with car tail lights.
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Crashes trying to release self.chassis. I put in self.chassis:Hide() as a test and it appeared to function okay.
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Please expose these commands to LUA. Ragdolls still need them.
NEWTON_API dFloat NewtonJointGetStiffness (const NewtonJoint* const joint);
NEWTON_API void NewtonJointSetStiffness (const NewtonJoint* const joint, dFloat state);
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Turn off sandbox mode.
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Now place the cylinder above the trigger and let it drop. Then hide the trigger and do it again.
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I already do that but the mouse still jumps off screen and back.
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use Window::Center flag when create window for ur application. this makes the app borderless nd stop minimizing ur game.
I need the mouse to stay on the game screen.
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I'm using LUA. I should have stated that. Maybe something like this could be added to the engine.
Curious how many LW users have a multi-monitor setup.
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I find it odd Josh hasn't commented on this.
Character Controller's Jump Height Bugged
in Leadwerks Engine Bug Reports
Posted
This happens in Rick Powers too (lua).