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Gamer4Life

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Everything posted by Gamer4Life

  1. I am getting this Exception access violation error again and cannot launch the leadwerks engine. It happens when engine is loading. I tried uninstalling and reinstalling it multiple times since that fixed it last time. Does anyone know what would fix this possibly?
  2. i saw that, but in the new map i selected both to none and it stayed the same... actually both were in box first... and the one you sent me still generated the navmesh, then i swapped them both to none and the one you sent worked the same. not sure what happened ...... i even saved it, exited out and reloaded and reran the navMesh with both with None selected for physics shape, and only the one you sent me generated the navmesh no worries though, i deleted mine, replaced it with your reran the navMesh for my world and it works fine now haha so thank you! problem fixed even though i have no clue why it was still failing on my end for my particular prefab.
  3. no clue what you did haha , i saved the old file and the new one you sent me back. I placed my old prefab and a new prefab of the one you send me with the navmesh. both have identical physics properties..... one navMesh is working and the other one is not.
  4. http://www.leadwerks.com/werkspace/files/file/571-need-help-cant-figure-out-why-navmesh-isnt-working-on-this/
  5. how do i share the file over this? I just saved the bottom part of the structure as a prefab if that will work, but do not see an attach file selection. When i select my media it seems to just freeze the page.
  6. http://steamcommunity.com/sharedfiles/filedetails/?id=372374934 Still can't get my navMesh to appear on the base structure. The base is plenty long enough to hold the mesh. I have the Beta version installed now and the objects all set to polymesh and nav obstacle. Any other clue why the navmesh is not appearing on the objects? they have plenty of width and it has rendered on the towers/stairwell in the towers, just not the main base structure.
  7. i updated to the Beta patch, and swapped the objects to nav obstacles and reapplied the navmesh and it still does not apply a navmesh to the objects/ground. Is there a specific thickness the object is allowed to be to have the navmesh applied? Because all my really thing objects have navmeshs, and any thing block does not have a navmesh.
  8. So Josh, you said the current beta version has implemented that if you have polymesh selected it will generate a navmesh on the object such as a box?
  9. Parenting the shapes to a pivot instead of parenting to a shape fixed this issue.
  10. Very great advice! The parenting to a pivot stopped the distortion. I can now move my building around and duplicate them without error. Thank you!
  11. I parented multiple shapes that create the walls/structure of a tower i made. I first ctrl dragged and it distorted all the shapes to different sizes but only on 2 sides of the structure. I then clicked debug and realized even though i'm saving the shapes in one size when i hit debug they revert to the image of what they look like when i ctrl+ left click drag them. Notice how in Screen shot 10 how the left and right of the structure are the only ones that change sizes. It doesn't matter which direction is drag / ctr+left click drag the arrow to make a copy of it the effect is the same. I also have completely deleted the structure and started a new one and it has a similar effect just slightly different. All i did was parent one of the shapes to all the shapes in the structure then left click to select the structure and then ctrl+left click drag. Is this not intended to happen or am I doing something that should not be done?
  12. is there recording software in Leadwerks? i can take several screen shots as i'm dragging the item to copy it. Once i parent the shapes it is actually not even saving the other shapes in the original form. Once i hit debug the items swap to a form similar to the ones you see on the right side of the image. They just automatic resize themself. I'm posting another top with those screen shots how how that looks added
  13. anyone else have an Idea to fix this?
  14. I tried to ctrl+left click drag this tower and made the main structure the parent to all the other object to allow me to drag them as a group. Why does it rescale all the shapes of the tower and distort it? I even tried saving the tower as a prefab and the result was the same.
  15. I have Nav obstacle checked under physics if that is what you meant and it is a Box shape not a polymesh.
  16. reposted above this topic because i couldn't see an option to re-add the screenshot.
  17. NavMesh rendered around most of my base for some reason and the AI will not move on it. Is there a certain way i'm supposed to have the terrain around my base in order for the Navmesh function/register?
  18. NavMesh rendered around most of my base for some reason and the AI will not move on it. Is there a certain way i'm supposed to have the terrain around my base in order for the Navmesh function/register?
  19. New issue that rose up when i was testing the MonsterAI, the monster will not start running at me unless there is a line of sight, so if he is spawned on the other side of a hill; the monster will not aggro me and start moving unless he sees me over the hill. Is there something i can do or change in the monsterAI.script or a setting that needs changed to have him immediately target and run to the target to kill it no matter where it is?
  20. So very wise. That was indeed my flaw. Thank you so much haha that has been really irritating me. Removed player from target and works as advertised.
  21. I just clicked the build Navmesh tool. I have massive terrain all over my map. The NavMesh seems to auto build itself based on the terrain so i'm not sure how much i can effect it to be any different...
  22. I read a lot of blogs and your responses to peoples problems that they had before asking about this. I am using both the fpsprefap character and the monster prefab with the AI script built in. Placing both on the map the monster didn't move. I then added the NavMesh and now the monster activates and runs, but he seems flawed for some reason. He runs only to the location the character first stood when the programs first started running. He won't aggro or do anything but run in place at that location until i get right in his face then he aggros and starts attacking me. What might be happening / what do i need to change to have him search/follow to attack specific targets from all the way across a map even if they have moved after that game has started?
  23. How do you import the character models from makehuman to leadwerks? I tried swapping them to makehuman to blender , then importing them from blender to leadwerks but it creates about 6 error messages i'm not sure why... maybe they are missing animation or something. Can someone give me advice on best way to import character models into leadwerks please?
  24. I created a cylinder with a door in blender and imported the file into leadwerks. When i place the model in the game it seems to not be fully rendered unless im facing it and if i enter the door the inside of the cylinder is invisible and i can pass through the wall, but when try to enter the cylinder from the outside it is solid. Does anyone know what mistake i am making with this model?
  25. I can't get this to show up in addons for some reason. I unzipped the file into a folder. Under addons in blender i selected "install from file" then i selected folder io_scene_leadwerks folder, and clicked install from file and window swaps back to addons list with no changes updated. Can someone help me please?
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