Jazz
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Posts posted by Jazz
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Don't want transparency. Basically, I need non-transparent cubes to not disappear and reappear when looking around. Still curious to know why it was fine in the non-beta version...
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Using non-beta everything was fine until I updated to beta version to resolve a publishing issue. Now when z-sort is enabled my materials don't react to light.
Something changed again. Ideas?
Pics attached. First is from non-beta when it was working fine. Second and third are beta with and without z-sort and the last two without and with z-sort.
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Changing shape for the model in the physics tab works but for CSG doesn't seem to do anything. Cones do the same.
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User error. Plz delete.
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How about the option to split the scene list in two vertically and drag/drop between them.
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Thanks! Works great. Not sure how they all changed. You are a cornucopia of knowledge
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Earlier beta versions my textures for the gui were fine, now everything is rounded up. For example, images which are 128x192 are now rounded up to 128x256 and are stretched. 118x91 to 128x128, etc. I hope this is just a new bug. Has this affected anyone else?
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Open/close doors with the mouse wheel. I did this just for learning as I have no use for it, yet. It's in the workshop.
Video
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I needed to do this for zooming the camera in/out on the player.
Script.mouseTemp = Vec3() function Script:GetMouseWheel() local context = Context:GetCurrent() local window = context:GetWindow() local mouseWheelPos = window:GetMousePosition() if ( mouseWheelPos.z > self.mouseTemp.z ) then self.mouseTemp = mouseWheelPos System:Print("Return 1 for Wheel up") return 1 elseif ( mouseWheelPos.z < self.mouseTemp.z ) then self.mouseTemp = mouseWheelPos System:Print("Return 2 for Wheel down") return 2 end self.mouseTemp.z = mouseWheelPos.z --if wheel not moved it returns 0 return 0 end
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error("This pops up this text")
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There is an extra parameter entered which you don't need.
Change this:
context:DrawImage(self.HudRightImage,context:GetWidth()-self.HudRightImage:GetWidth(),context:GetHeight()-self.HudRightImage:GetWidth(),context:GetWidth(),context:GetHeight())
to this:
context:DrawImage(self.HudRightImage, context:GetWidth()-self.HudRightImage:GetWidth(), context:GetHeight()-self.HudRightImage:GetHeight())
Context::DrawImage
Syntax
- void DrawImage(Texture* texture, int x, int y, int width, int height)
- void DrawImage(Texture* texture, int x, int y)
- void DrawImage(Texture* texture, int x, int y, int width, int height)
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Health Bar:
function Script:PostRender(context)
--background
context:SetColor(self.backgroundColorFractioned)
context:DrawRect(self.offset.x, context:GetHeight() - self.offset.y, self.size.x, self.size.y)
--healthbar
context:SetColor(self.healthbarColorFractioned)
local healthFactor = self.player.script.health / self.player.script.maxHealth
context:DrawRect(self.offset.x,context:GetHeight() - self.offset.y, self.size.x * healthFactor, self.size.y)
--Draw overlay
if self.overlay ~= nil then
context:SetBlendMode(Blend.Alpha)
context:SetColor(1,1,1,1)
context:DrawImage(self.overlay, 0, context:GetHeight() - self.overlay:GetHeight())
context:SetBlendMode(Blend.Solid)
end
end
Both these scripts are unaltered from Leadwerks (Pistol prefab) and Aggror (Player Health Bar).
Thanks.
Does putting context:SetBlendMode(Blend.Alpha) right at the start of the postrender function help?
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attempt to concatenate global 'killScore' (a nil value
line 42
self.ScoreText = "Score = " .. KillScore
CB
KillScore has nothing assigned to it. Maybe define it KillScore=0 at the top of App.lua if you want to keep it global.
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You are setting self.items = true which is boolean, instead of self.items = item
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In function AddItemToInventory you forgot self.items=item before the return.
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Had this issue once and rebooting fixed it.
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They are from Arteria 3D.
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It's to prevent polygons in the back of a scene from rendering in front of polygons that are in the front of the scene.
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Ah thanks, that fixed it. I thought I was forgetting something.
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z-sort in beta version
in General Discussion
Posted
It worked properly in the non-beta without z-sort, but now zsort keeps them from disappearing at least.