xtom
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Posts posted by xtom
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1) Create a box
2) Hollow it
3) Drag all but 1 part as children of the other part in scene tree
4) Select the parent object in scene tree
5) Move the object in perspective move
The object moves but without texture lock.
Also happens if you have ignore groups turned on and select the parent object and move.
Also if you just create 2 boxes and make 1 a child of the other, same problem with child box no texture lock. Seems to be problem with no texture lock on children.
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Maybe isolate the problem door into a blank map and post it up for people to check. Check that your physics/collision are right too, my doors act possesed if I forget to switch them from prop to scene collision.
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yea, seems quiet last few days.
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Ah right, that's pretty cool
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I think it would be very handy if the pick material also copied the texture offset and scale so when you click the apply material button you don't have to manually type the values in. eg. useful for texturing walls. If you wanted to ignore copying those values you could possibly use the pick material and then drag from asset library to not apply the copied offset/scale.
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Here's hoping the amd/mantle connection could be good news for folk like me on integrated graphics amd apu.
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Looks like it always shows automatically. Make sure you haven't slided the window all the way over to the left or the right.
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That sounds like a good and fun idea. Maybe we should start a game art thread on a particular focused theme and different people can submit there objects, textures etc. and after a while you would have a free community pack. I'd be happy to try my hand at some basic models like rocks or something.
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Yes some terrain packs with different themes would be good. Snow, desert, forest, jungle etc.
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It would be good if you could rename the layer names and/or have bigger thumbnails. It's hard to see what each texture is. Or maybe if you hover mouse over the thumbnail it shows a bigger version.
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In the script editor highlight some text then click and drag to move it. While still dragging the text press Esc and it crashes the program.
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In the swing door collision script I've set it so the monsterai is set to idle mode so he waits at the door instead of walking through it.
entity.script:SetMode("idle")
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I'm just using the default SwingingDoor.lua on the door model. The good thing about the physics on the door though is that it pushes the player or enemy out of the way when it opens/closes which I like.
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The strange thing is before I had buildings and walls with navmesh running right through them and the monster couldn't pass through the walls even though the navmesh passed through. It just kept walking into them which is what I was hoping for with the doors. I'm not sure why it's behaving different. I'll do some experimenting and see if I can make him make him hang around the door instead of walking through it.
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I have a problem with monster walking through closed doors. The collision stops it sometimes but then sometimes he just passes right through. I thought maybe the MonsterAI speed was too high so I reduced it from 6 down to 0.7 for a slow walk speed and still he can pass through the door. The door and frame are models and the walls/floor are csg. I thought maybe the collision shape on the door was too thin but it's about the thickness of the 16 csg wall so I'm not sure why it's happening.
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Those characters are looking cool.
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There's lots of cool post process shaders already available in the workshop so make sure to check them out. It's just a simple drag and drop to add them. A vignette might work well for a cutscene, maybe a little blur, it depends what you want but it's pretty quick and easy to experiment with them.
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Holding Alt+Arrow keys (or something similar) to nudge selected objects position 1 grid spacing.
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Depends how you want to display the cutscene graphically but I think you could just create your burning town in leadwerks as a map and then position a camera in good position and then add the scrolling text. You could also add some post effect shaders for for extra effects. Then once the text has finished scrolling or the player skips it load the actual level map after it.
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So you can set a point light to hidden to turn it off and the icon is still shown in all views. I think it might be good if you could still select it in the views even though it is hidden/off.
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For example you want to delete a model or prefab and replace it with different one. By copying position of the old object and pasting position onto the new one it would be quick to move new object into position. Could possibly have similar for rotation and scale.
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Don't know but maybe you could make some invisible steps and see if the navmesh follows it. I think I saw something like this in a video. Probably not the best if you have a lot of steep ramps though.
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Yep general ideas sound good. I think re-growing trees might be a bit unrealistic as they would take years to grow. Maybe ensure that each tree can give plenty of wood so you don't need to chop down so many. So maybe in 10 chops a pickup log is dropped but the tree is still standing and you can repeat this 10 times or so before the tree disappears. Better for the environment too!
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Looking good. I didn't see any jumping, I think some jumping would add some extra fun to the movement. I wonder do beavers even jump?
Show me the games!
in General Discussion
Posted
Hopefully I will have something to put up soon. I'm going to roll back from beta for now while I work on my game and then I'll try the publishing through the beta.