Jump to content

Jazz

Members
  • Posts

    265
  • Joined

  • Last visited

Everything posted by Jazz

  1. It worked properly in the non-beta without z-sort, but now zsort keeps them from disappearing at least.
  2. 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...
  3. 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.
  4. Changing shape for the model in the physics tab works but for CSG doesn't seem to do anything. Cones do the same.
  5. I made a cylinder model in Blender and tested different collision shapes. Convex hull is the only one that does exactly the same as your example. First pic is cylinder and second is convex hull.
  6. How about the option to split the scene list in two vertically and drag/drop between them.
  7. Thanks! Works great. Not sure how they all changed. You are a cornucopia of knowledge
  8. 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?
  9. 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
  10. 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
  11. Is it this problem? http://www.leadwerks.com/werkspace/topic/12040-weird-texture-effect-on-terrain/
  12. error("This pops up this text")
  13. 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)
  14. Does putting context:SetBlendMode(Blend.Alpha) right at the start of the postrender function help?
  15. KillScore has nothing assigned to it. Maybe define it KillScore=0 at the top of App.lua if you want to keep it global.
  16. Did you drag your pivots to the player so they are children of it?
  17. You are setting self.items = true which is boolean, instead of self.items = item
  18. What about http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitycopy-r172
  19. In function AddItemToInventory you forgot self.items=item before the return.
  20. They are from Arteria 3D.
  21. 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.
  22. Ah thanks, that fixed it. I thought I was forgetting something.
  23. Alpha material on a plane shows other models through it which should be blocked by the terrain. First shot is a plane, second is a billboard raised a ways off the ground. Is there some setting I missed?
×
×
  • Create New...