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Vaelek

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Everything posted by Vaelek

  1. I don't know the behind the scenes of how navmesh is generated to know if this is even possible, but it would be very nice to be able to regenerate navmesh for only an area within and around the active model or a selection area. Especially when working with large terrain maps, making small changes and regenerating can be rather time consuming. Going one step further, some type of manual manipulation or painting of navmesh would be doubly awesome.
  2. When I had the viewport problem, I also had all of these issues with it. I am assuming you also have an issue where when running in release mode the editor output does not show any of the initialization and "loading" lines, but only "executing" and "process complete" (once clicking stop after terminating the game). I don't know what specifically fixed it, but after updating to the latest nVidia driver, installing Windows updates, and rebooting, all of these issues went away.
  3. I don't remember what it was, but something was broken in the release that has been fixed in the beta that was affecting my project. I do have a coding background (just not in Lua) and do love to help test things, so opting in is just in my nature. I understand the possible complications and those more experienced with LW than I seem to be pretty active in here at reporting issues so I've been keeping up pretty well on that front. As far as this script goes, I have to assume that line was added and the rest commented during testing and forgot to be changed back. The script variables are ignored, and it's locked in to frame 8 of sequence 4. Definitely not drop in friendly. As it's a basic beginner and testing script I don't imagine it's got much visibility and Josh wouldn't want it to go unnoticed when it comes time to push out the next release so I stand by my report.
  4. While fighting with learning how animation works in here, I finally discovered this when looking at the SimpleAnimation.lua... function Script:Draw() self.entity:SetAnimationFrame(8,1,4) --local t = Time:GetCurrent() --self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence) end Clearly that does not work.
  5. @beo6 Thanks for the input. That's sort of the idea I was getting. I thought this would be the most basic of animating to be a good starting point to learning how it works both in Blender and LW. Even if this is not the ideal method of accomplishing it in this particular case, I'm still baffled by the fact that everything seems fine coming in to LW up until the point I apply a material with the animation shaders and then save/exit the model editor, at which point the sail disappears.
  6. Wow dude I really appreciate the assistance! Unfortunately the zip appears to be corrupt
  7. @MarchingCubes I will have to re-read that a few times to let it all sink in and try to follow what you're saying but that should be very helpful thank you! I arrived at my own version of this before seeing your post. I didn't do all of the things you said, but at least in Blender, the end result seemed to work. I imported it into LW and everything was where it was supposed to be, I had 2 animation tracks, the 2nd being only a couple frames and just appeared to be garbage. I applied a material to the sail that used the animation shaders, clicked play, and it spun correctly! Now.. As soon as I save, the sail disappears?!?!? The only way to make it reappear is to apply a material without the animation shaders. I did a quick and dirty UV map of your version and when I put the material on it in LW nothing disappears and it plays fine in the model editor, however when I drop it in to my scene with the SimpleAnimation script, nothing moves either. What am I doing wrong now? My Blend and mdl export are attached. I'm so close I can taste it! Windmill4.zip
  8. @CreativeOcclusion: Thanks for taking a look @Nick.Ace: At this point I am just testing to try and learn how to work with animations and getting models from Blender into LW before putting any real time into anything. I thought bones were more for skeletal type animations. To use them in something like this, would it basically be 2 bones, one in the base and one in the wheel, and just rotating the one in the wheel? I've never worked with them before. Do you happen to have any idea what is going on as far as the wheel separating from the base when placed in LW? In another non-animated model I'm testing I'm having similar issues. Looks fine in Blender but things just don't line up correctly when brought into LW. My thought is it has to do with origins but I haven't found anything that explains it in a way that makes much sense to me. Thanks!
  9. After UV mapping the models in Blender I guess I've solved the materials issue.. but am still hopelessly stuck on the animation and relative positions.
  10. I thought I was getting the hang of things and successfully modeled and imported a UV mapped model, but now I've hit a road block and could use some guidance. I've created a simple animated windmill in Blender, and am having some issues getting it into LW correctly. First, if I export it as is (using fbx or LW exporter), any materials I apply to it do little more than change its hue, and are a plain solid color, not reacting to the flashlight. I did no texturing in Blender and was just going to deal with that for now within LW directly. Second, nothing I have tried has populated anything in the animations tab of the model details within LW. Third, I did the Ctl-A thing on the base of the model. If I do it for location to the winmill wheel, it appears in the right location relative to the model in LW, but in Blender, the origin changes so the animation is no longer centered on the center of the wheel and completely breaks. If I have the wheel origin set to the center of the object, it animates fine in Blender, but appears below the base in LW. I've done much trial and error and googling and have really made no progress at all here so I'm hoping someone can give me a hand and tell me what I'm doing wrong. I've attached both the .blend file and the .mdl. Please help. Thanks! Windmill.zip
  11. Thanks Josh, an explanation always softens an unexpected change If I could request, assuming the password is generated on publish and not something static, could we optionally be given the encryption password when doing a publish to have the best of both worlds? This would allow you to force encrypting always, while allowing us to retain the ability to mess with the data.zip. Thanks!
  12. YouGroove, yes, I understand there are ways around it.. But that isn't the point.. The point is a handy feature was just removed for no apparent reason and given a response of "just do it manually". Whether I'm in the minority or not shouldn't really matter. I'm not asking for something new created, just something that was there to not be removed for no apparent reason other than "because I said so".
  13. I suppose.. But the engine HAD this functionality and it was removed There are other things that could be done manually rather than use this awesome tool, but not having to do those things manually is quite a lot of the appeal of the tool.. If there is some legitimate reason for removing that feature then ok, but to take it away for no good reason forcing us to a manual task is kindof a bummer, and either eliminates all benefits of the selective inclusion or creates even more work to manually omit unused files. If it stays out it stays out, but please consider putting it back in, I can't imagine it would take more than a few minutes of your time.
  14. Please bring back the option to encrypt or not when publishing (Referring to the current Beta). I do not yet have any way to change settings other than hard coding and having to publish and upload multiple builds with different MSAA levels that tester's machines are able to run without crashing is very annoying when I could have them just change it in the script as needed. There may be a way to detect MSAA capabilities and set accordingly (if there is I haven't been able to find it) but still I would love to have this back as an option and not forced encryption.
  15. I am using Shadmar's day/night cycle prefab. When firing the pistol at the sky, the muzzle flash showed a black box around it. I assumed this was an issue with the prefab scripts. However, after receiving several beta updates I updated my project and the box was gone. I thought hooray! .. I then noticed black spots moving across the sky if I looked at the right place at the right time in the cycle. This happened when I first switched to the beta, and removing/re-adding the Sun prefab to the scene cured it. It seemed to cure it this time also, BUT, the black square around the muzzle flash has returned. This now has me stumped and seems more like an engine issue than an issue with Shadmar's shaders.
  16. To go along with this, how about an option to clean the directory of all files not detected to be used? Or to perhaps flag them somehow in the assets tree?
  17. I posted this over on Steam also and have already solved it on my end. I was having numerous oddball issues like this. I reinstalled which didn't help. I then updated my video drivers and ran windows updates, and rebooted. Everything worked after that. I think the reboot was the clincher. It was also the first reboot after purchasing and installing. For what it's worth I am in the US.
  18. This is very awesome! Is there a fix for the black square that is shown when firing at the sky? Also it would be very cool if the ratio of day to night could be adjusted, but without making the stars move un naturally fast.
  19. I am having the same issue of right click not doing anything other than opening the context menu in the perspective view, even with a blank scene. Tried un/re-installing and unfortunately that did not solve anything here. I have an nVidia 680M
  20. For anyone that stumbles on this, FBX Converter has been updated and currently at 2013.3. The link at the top of the OP will take you to the new version (The links at the bottom are directly to the old version)
  21. Hello, I am using 3.3 and the free look/free move in the perspective viewport don't seem to be working. Right clicking does absolutely nothing other than open the context menu. When held and dragging, nothing happens. WASD do nothing normally or while right clicking. The middle button does pan the view, but I am completely unable to rotate it by any means. What am I missing? Thanks!
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