Jazz
Members-
Posts
265 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Everything posted by Jazz
-
Looks right to me. All I can suggest is playing with the animation speed (0.03) or using the new animation commands, PlayAnimation and StopAnimation.
-
Thanks. Yeah I always think of people with laptops but I don't think I could make it any easier in this case.
-
Now on Leadwerks Game Launcher http://www.leadwerks.com/werkspace/page/viewitem?fileid=833784148 Edit: Oh and yes Rick he's named after you.
-
Shadow For Non-Animated, Controller-Parented Model
Jazz replied to gamecreator's topic in Programming
Long shot but I wonder if it's related to this bug Josh couldn't replicate: http://www.leadwerks.com/werkspace/topic/14918-putting-a-script-on-my-player-removes-their-shadow/#entry101108 "In the...appearance tab change the view range to near, medium or far." and not Max "It only applies to point and spot lights, not directional." -
I see. Hopefully Josh will add it to the engine. Good work!
-
Why not just use this? http://viremo.eludi.net/proteaAudio/index.html
-
Macklebee the guru That is good to know but in my experience usually some of the start/end animation frames they list are incorrect and you have to do it manually anyway.
-
Doesn't it just import the animations from another model?
-
Colliding with triggers using SweptCollisionMode on
Jazz replied to Brutile's topic in Leadwerks Engine Bug Reports
I am currently experiencing this problem. I can disable swept collision and have the object randomly fall through the floor or enable it and have it bounce off the triggers. -
Yep, my current project uses only 1 looped song because of this and it's 27MB (3.6MB OGG) for 2:39 minutes. Music in Little Dagon is 157MB but converted to OGG is 22.5MB. /me pokes Josh, twice, in the forehead
-
After resetting the code to 0 then clicking another button, it tries to release 4 prefabs instead of 1 and crashes trying to release #2 prefab. See if this fixes it in MakeNums: After this line local Ccode = tostring(num) add if num == 0 then Ccode = "0000" end
-
Uninstalled the launcher
-
So screen shots will be uploaded to the launcher...
-
When you run a standalone version of a project in the beta version Steam says Leadwerks Game Launcher is running. Just run the .exe from your project folder.
-
There are editors that do that as well as align the object to the normals as you move it around while holding a key down.
-
Just checked some games. Half-Life, Team Fortress 2, Far Cry 3, 7 Days to Die, Borderlands 2 all shoot dead on the reticle even up close... I'd check more but I just end up playing them.
-
I can try! Ok understood. You may delete this thread.
-
Ever since decals were added to the engine all guns shoot down and to the right. In the pic I was shooting where the reticle is. This is a new FPS project with the stock fps player prefab and autopistol prefab in non-beta.
-
Copy the statue.fbx file to LeadWerks, then copy everything from the directory statue.fbm to the directory the statue.mdl is in. It will automatically add the textures to the material file. Also if you open the normals texture in the texture editor you have to select "Normal map." LeadWerks only imports it as a normal map if you have _dot3 in the filename, like "statue_bump_dot3.png." If your icons are still black after that just open them and click save. I hope Josh changes the import to search for a "model.fbm" directory for the material editor to pull the textures from.
-
Don't know much about guns but made this pack today for the workshop. http://www.leadwerks.com/werkspace/page/viewitem?fileid=796729032
-
I'm not sure why you need the self.player_Inside_Room variable without seeing the script but I'd probably do something like: function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("type") == "player" then self.player_Inside_Room = true else self.player_Inside_Room = false end if self.player_Inside_Room == true then if window:KeyHit(Key.H) then System:Print("Yay!") end end end The variable seems redundant so I'd probably do: function Script:Collision(entity, position, normal, speed) if entity:GetKeyValue("type") == "player" then if window:KeyHit(Key.H) then System:Print("Yay!") end end end
-
It might be the same problem and fix as here: http://www.leadwerks.com/werkspace/topic/14757-poly-mesh-collider-not-saved-properly/
-
Change the collision type for the block so only the character collides. http://www.leadwerks.com/werkspace/topic/14813-to-select-collision-just-for-some-objects/#entry100564
-
You could put a tall rectangle or cylinder around it with the invisible material and make it a prefab.