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Gamer4Life

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Posts 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://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.

  5. 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.

  6. 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?

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  7. 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

  8. 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?

  9. 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?

  10. 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?

  11. 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?

  12. 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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