Jazz
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Posts posted by Jazz
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I knew you'd choose that
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Well it says Spacewar but still uploads them lol.
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Hmm. So you are running your project's .exe without the editor and it still doesn't work? Not sure what to do there..
Edit: Just noticed it says spacewar when I hit screenshot!
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Thanks for the hint gamecreator. I just found this in the docs:
Note that the Steam overlay will not work when the game is launched from Leadwerks editor, though Steam initialization will be successful.
Works when the exe is run.
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Does your frame rate increase if you change them all to dynamic? Curious...
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For lights, cast shadows has a major performance impact. I tested 16 point lights at infinite view range. Full fps if set to just dynamic. 18 fps with static+dynamic+buffered.
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Strange. Other people can do it. Are you using Win 7 too?
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No. I haven't tried that yet and so far I don't require it. Could always smooth it by making more waypoints.
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Playing with waypoints after checking out Nick's tutorial (Thanks Nick!) and thought I'd play with them using a different method.
With this script you can use any entity as a waypoint, including the player, barrels, pivots, etc. Remember the larger the entity the larger the range detection must be.
They can be a child of anything or not a child. Just don't make it a child of a moving entity.
They will go in order of targets entered or if Random roaming is checked it will be (duh) random.
Make sure to create a navmesh. So far I've only tested with 5 entities roaming simultaneously.
Fun to mess around with
Edit: Added simple smoothing
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I was able to jump out the window on the skywalk Nice game
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How do you expect to hit the player with a sphere blocking him.
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The christmas sale the DLC was like $35. I bought it then tho I doubt if I'll use it anytime soon. I'm sure it will be on sale sometime again.
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Hmm, pick/gotopoint work fine in FPS mode...
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Looks like a z-axis problem. Here if you directly at or directly away pick doesn't work. :/
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Check the script I updated in post #26. Works fine in there.
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See how it works for you now.
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I think beo6 is right. It's mob AI so you should pick from mob to player.
if (world:Pick(posMob+Vec3(0,1.2,0), posPlayer+Vec3(0,1.6,0), pi, 0, true)) == false then
return 0
end
-- did we hit our target?
if pi.entity == self.entity then
return 1
end
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I had this problem with the postprocess shaders. I went into C:\Users\UserName\AppData\Local\Leadwerks\Workshop\251810\Preview and deleting everything in there fixed it for me. I believe I deleted the postprocess shader archive in \251810 too since it was in there at the time. Might want to back up first just in case.
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I actually think it's more prominent in code, and that's why you don't really see as much code. You also have to remember that a lot of Leadwerks code is Leadwerks specific and even game specific. I know a lot of people want more code, but it's hard to provide "code" to do a simple task when it could involve multiple files. Code also isn't as plug and play as assets in general.
I'm not sure why people believe that this really the case. There are tens of thousands of assets that can be brought into the editor, and many of these assets have similar styles. You will only get the same exact styles by the same artist, so a game with multiple artists will automatically have differences. Also, you can always edit the textures since that tends to be the biggest stylistic difference of models. If someone gave me an art asset, I guarantee you I can find compatible pieces on multiple sites unless it's something super obscure.
Yeh problem is I can't find any assets in the style I need. Will have to do it myself. Also, sounds like a tall order Nick, but I trust in your knowledge ;D
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I find coding easy compared to modeling and I'm sure there are a lot of people in the same boat. Like gamecreator says finding models that all fit the "scene" can be a problem unless you do it yourself or hire someone.
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I just want to say I love this community. With people Like Aggror, Rick, Einlander, Shadmar, tjheldna, Roland, Macklebee, and can't forget the great YouGroove ;D, and so many others (sorry memory is gone atm) it is very exciting thinking of the game possibilities.
Also, Josh is one very intelligent fellow and will get Leadwerks to where it needs to go. Kudos Josh!
Leadwerks is so damn fun to use and the possibilities are endless. Now if I could just get my modeling skills up to par! Hmm, can anyone model a nice sailor in shorts a la Gta Vice City?
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Video of an old test character
in Showcase
Posted
Found this character I forgot about when I was playing around with bvh animations using MakeHuman and Blender.