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Posts posted by burgelkat
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mhm i geht now this error in steam and leadwerks will not run.. i dont know if bitdefender deleted a file?
for 2 days everythins funktion fine
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2 minutes ago, Josh said:
Will we get an upload here?:
https://www.leadwerks.com/community/gamesYes, at the moment i make some fine tunig
in the Map "intro" (--> now if the Helicopter lift up the C4 explode) . Looks really nice in my eyes )
and Akt1 Part 2 i will first finish clean with the journal text.
After that i can upload it to this
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i have a fx-explosion animation converted in 54 pictures now i would use the cheap water lua to display the explosion.
this is the Script (edited) from the cheap Water.lua (Workshop)
but this script use the normals. What can i do that it use the difuse texture ?
-- Make this the material you used on your face. Script.Material = ""--path function Script:Start() self.textures = { } --(old) Fetch workshop animated water normals(old) for x=0,9,1 do local name = "footagecrate-simpleexplosion22_"..x..".tex" self.textures[x] = Texture:Load("Materials/Effects/Explosion/"..name) end for x=0,54,1 do local name = "footagecrate-simpleexplosion22_"..x..".tex" self.textures[x] = Texture:Load("Materials/Effects/Explosion/"..name) end -- Load material --self.mat = Material:Load(self.Material) self.mat = self.entity:GetMaterial() self.entity:SetMaterial(self.mat) self.model = self.entity self.index=0 end function Script:UpdateWorld() -- Animate normals for texture1 for material if self.index > 54 then self.index=0 end local count = 0 self.index=self.index+Time:GetSpeed()*0.25 count=math.floor(self.index) if self.mat ~= nil then self.mat:SetTexture(self.textures[count],1) end end
i have build a spirtesheet too but i have no control over the start picture. iIf I load the material over a script, then it may happen that the explosion starts in the middle. Therefore I can not use the firepit shader. or an ermitter does not work that way. So I had the idea to try the single pictures.
sorry for the english i hope you understand what i mean and someone can help
by the way this is a nice webside: https://vfx.productioncrate.com/explosion-vfx-categories.html#_ga=2.63300844.238680612.1515842131-1939002152.1515230501
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It may be a stupid question, but what is better for the performance: opening and closing a door with animation or using open close script?
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Really well done. I like it.
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The new look (Galery picture) look good. It would be interesting to draw the hole thing (tree and decal) with the vegetation tool. Is this possible?
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After the uploading the new version to the GameLauncher this Version not function.The exe ist updated the project is updated too. There is the "GetStyle" Error. It seems that ohter creators have the same problem.Please use the Dropbox link for the Standalone Version.https://www.dropbox.com/s/b6a9hc5hf5jgygs/BehindEnemyLines.zip?dl=0The Game Launcher Version now function
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now i have this error too
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please use the stand alone version.
This is the most stable version.
I did the following:
Clean up the Scene Tree (Pivot, Decal, NPC, Enemys got different names).
Changes to a few scripts: (instead of enable / disable on the NPC's Walk function, I worked with activate here, leaving the script itself enabled)
I also deleted some extensive physic shape on models like buildings and the heli and instead I used csg brushes with a trigger texture and used them as walls. Also on some rocks I deleted the physic and worked with csg brushes.
Lights I've also provided NPC and the vehicles with occlusion culling.
In the map "Intro" I left the lights in the field as "Far". If I work with medium here and go farther away, the fps breaks 60 to 55 and fluctuates constantly. So I left these more on Far.If i have the fbx models then i use blender to bind some models together (the cottage with interior like bed desk etc. and the checkpoint with interior and also the airfield cottage with interior
So these were my clean ups. Judging from the standalone version, these were all helpful solutions.
I still invite this version to the workshop. Let's see if the launcher runs so stable and fast.
Have fun with this version.- 2
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Here is a Standalone Version of this Game
This Version has a fixed crash at the Shootingrange. Also it is smoother then the Game-Launcher Version (i think so )
Now i have to work on the Story Part "little village" in Akt1 Part2
Have fun.
https://www.dropbox.com/s/b6a9hc5hf5jgygs/BehindEnemyLines.zip?dl=0
Edit (8.11.17):
This Standalone Version has now a Option Menu where you can change the resolution. At the moment the HUD ist only optimised for 1920x1080. If you change the resolution you have to load the level again (over MainMenu). Best is you change the resolution after start.
New:
- Hud hides in cutscene
- player can´t move in cutscene
- FPS is nearly constant 60 fps (with my system; you can tell me whats your fps in this thread )
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In Act1 _Part2 the part "Checkpoint" was now completed.
In addition, some changes were made to improve the performance a little. I tried to get 60 FPS mostly. Unfortunately, I do not always succeed. Nevertheless, I hope that it works for most people.
Edit: known issue
if the fps in Akt1 Teil 2 drops down please load the game again and use the Menu: Level to load the Level again. Most the Fps is then better. At this time i dont know why.
Feedback is welcome.
Have fun with this update.
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function Script:Alarm()--in target=player self:SetTarget(target) end
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Hi,
i hope someone can this explain to me.
i would like to set the target with a script after a "alarm" turn on. The soldiers keep watch outside the building. so i put this into the script "SolderAI".
function Script:Alarm()--in self:SetTarget(player) end
Now if the alarm turn on the soldier (merc) run into the building (so far so good) but now if they "see" me the game crashes (no error). If i hide myself in a room and the soldier find me then the game crashes if they try to hit me.
what i do here wrong? and how can i set the target in a script.
thanks for your help
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yes , i agree too. Very nice models
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Halloween Tournament 2017
Behind Enemy Lines
Prolog:
You are Sergeant Cole, a member of a special unit that operates under cover. You and your comrades have the mission to destroy drug fields and facilitys for the production of drugs. .....
Keys
WASD = Moving
F = Flash light
N = Nightvision
T = Holster Weapon
E = Use
Space = Jump
F11 = Show stats
See also this blog:
https://www.leadwerks.com/community/blogs/entry/2058-behind-enemy-lines/
and this is the link to the workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1154407899
i updated my project. i bind more objects in blender together and importet it to LW. This allowed me to reduce batches.In addition, I changed some camera settings, so the FPS has increased.But for the FPS break trough the cutscenes, I currently have really no solution.
The scenes now have to be displayed as they are. otherwise I will not continue in my project. There is, of course, a solution in the further course.
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i played it too. Really cool . i like it
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Lua Error: [string "D:/games/Steam/steamapps/common/Leadwerks Game Launcher/Game/Scripts/GUI/Panel.lua"]:52: attempt to call method 'GetStyle' (a nil value)
Process complete.
i get this error after press lunch in the "LW Game Launcher" -
What are you working on :
in Showcase
Posted
Creating a river with the Spline Tool from Aggror. I love this feature. Too bad that there is no possibility to see the result in the editor
Edit: and many thanks for shadmars great shader
sorry forget this