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!
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.
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.
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
AIwaypoint.lua
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
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.
I've only tested using the largest terrain size. Water covers most but not all of the map. Just make a new project using terrain size 4096 and turn on water.
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
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.