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burgelkat

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Posts posted by burgelkat

  1. 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 :(

    5a9869646d691_Screenshot2018-03-0119_20_59.thumb.png.47a0aba4c74ebea1e0042b861e77dfca.png

    • Like 2
    • Upvote 1
  2. 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

    Screenshot 2018-01-13 12.07.42.png

  3. 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.

    screenshot53.jpg

    • Like 2
  4. 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 :unsure: )  

    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 :) )

     

  5. 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.

    screenshot53.jpg

  6. 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

  7. 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.

     

    • Like 1
  8. 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"

     

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