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Posts posted by MarkusR
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btw, if possible it would be nice to see the undo step name in menü because not all steps goto undo list.
sometimes u click undo and some unexpected is done.
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the pivot and the sub barrel must be orientated same the monster, u can turn and move the sub object that hang at this pivot in scene editor. (in theory, i not tested myself)
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i think u want move the mesh itself to a other position, then u have a new origin.
if u export a model often its center is the world center point 0,0,0.
means if u want handle a one meter cube at bottom u move it up 0.5
also some modellers can set new origon where u want.
i belongs if u export selected objects only on a scene.
the surface class can move vertices.
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he he, i using a 2 TB Harddisc and have all Games on it but i get it full too because maybe i want continue a game anytime.
i only deinstall games if they done compleate finished by me
if u need space delete the 100 MB each Direct X redist in some steam games folders.
thats a great tool for space.
http://w3.win.tue.nl/nl/onderzoek/onderzoek_informatica/visualization/sequoiaview//
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a video of what you are doing is helpful, i will watch.
maybe we can isolate & localize the reason.
i believe it will help josh too.
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maybe this helps get , reduce & set. damping is something like a=a*0.9
Entity::SetVelocity
Entity::SetOmega
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/
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if i want do some test in map i save it under new file name now.
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maybe also file read/write permission settings in user docu folder?
steam library / leadwerks game engine right mouse button , properties , check files for errors.
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at windows sent to zip context menu over folder.
i u open the zip u can also remove files there (if it is too big) i believe.
use google drive web front end, its free, click at google at this 9 small rects icon, then drive.
u can share folder/files with a linku get there.
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a rework for this tree view and a select entity button ... would do it too
possible somehow.
each stumbling block waste time, my view.
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found this folder, but do not know when the filed are created.
seems only if autosave option is on.
if this autosave is on it saved my map too?
at start it will be saved unwanted i saw.
still not want automatic save/overwrite my map as discribed.
+some tooltip text with more infos would be nice.
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the main menu i would make in app.lua
the app script hide the mouse.
the fpspalyer set it to the middle if script runs.
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@nick,
yo , must be a entity, seems Josh fixed it :-)
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@nick
what ever he said, i selected a object shape from toolbar and put it into scene, its looks good in editor.
i do not expect any strange behavior. its a entity it have a position, this .getposition crash my game today.
objects do not need a script, object falling down if they have a mass, my was mass 0.
i replaced it with a pivot and everything was fine then.
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YO +1
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do not use the pivot as group, it brings a lot of other nasty problems with it.
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the Directional Light cast static shadow through solid wall modells.
this happens if a light is under a pivot in scene tree view.
i do not use the pivot as grouping in scene tree view anymore, it make 10 problems.
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ok,
i share a folder at g+
https://drive.google.com/folderview?id=0B942ivL2fTGcQ0E1Zkc2ZDdhX1U&usp=sharing
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How about a simple Search Filter below the Treeview?
Input:
*Handrail* > Press Enter
all nodes visible with this like term.
no input show all nodes.
or at least set a green color for founded nodes.
thats very useful for daily work.
*Tree*
Trees only
*Light*
Lights only
...
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what means?
i add a blue object from toolbar into the scene.
i drag the object from scene view into a player entity property var.
inside player script i call a function Respawn, there i test if the spawn point object is set
and want get his position.
replaced with a pivot works.
-- drag from scene tree view into this property field Script.entityrespawnpoint = "" --entity "Respawn Point" function Script:Respawn()--in if self.entityrespawnpoint ~= "" then self.alive=true self.health=self.maxHealth --crash!? local pos = self.entityrespawnpoint:GetPosition() end end
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ok, thank you.
i am sure someone noticed it but often the user wait until other people report this or waiting until the developer see it by himself.
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now this model is wrong after collapse.
i removed it from scene and add it again,did not help.
can't upload more screenshot, said file is to big... need more space here.
https://drive.google.com/file/d/0B942ivL2fTGcdTdkSU55RGlOcjg/view?usp=sharing
btw, reimport do nothing from context menu, the fbx file is still there.
the other collaped objects are ok. thanks for this feature.
arrrg, my handrail looks 20 degree. looks funny design now.
can u show axis in modell view too?
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for me i using a csg /\ as respawn point, there from GetPosition() crash the game.
i replaced it with a pivot.
message at debug game start
in Leadwerks Engine Bug Reports
Posted
u can close its gone