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awgsknite

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Posts posted by awgsknite

  1. How would i rotate a decal to be aligned with the camera so that my footprints are always making forward prints from the camera instead of always placed one way ?

    ie.

    decal:Turn(0,0,Math:Random(0,360))

    like in this pic: decal is placed sideways instead forward:

     

    post-13787-0-36815400-1450014655_thumb.jpg

  2. I scrapped that script cos i couldnt convert it and i started over but now i got this :

    post-13787-0-92133600-1449938983_thumb.jpg

     

    How do i get normal footprints and not cubes ? I used a decal material. Should i be using a texture instead ?

  3. Thanks !

    but i tried that and the other line that changes to corners = { } or the other way

    corners = {Vec3(), Vec3(), Vec3(), Vec3()}

     

    and then it gives an error at the start of this near = :

     

    --// corners = position + left/right offset + forward + right

    corners[ 0 ] = pos + ( rht * footOffset ) + ( fwd * footprintSize.y * 0.5 ) + ( -rht * footprintSize.x * 0.5 ); // Upper Left

    corners[ 1 ] = pos + ( rht * footOffset ) + ( fwd * footprintSize.y * 0.5 ) + ( rht * footprintSize.x * 0.5 ); // Upper Right

    corners[ 2 ] = pos + ( rht * footOffset ) + ( -fwd * footprintSize.y * 0.5 ) + ( -rht * footprintSize.x * 0.5 ); // Lower Left

    corners[ 3 ] = pos + ( rht * footOffset ) + ( -fwd * footprintSize.y * 0.5 ) + ( rht * footprintSize.x * 0.5 ); // Lower Right

  4. Thanks !

    but idk what to use but this is the first part of it:

     

    public function AddFootprint( pos : Vector3, fwd : Vector3, rht : Vector3, footprintType : int )

    {

    // - Calculate the 4 corners -

     

    // foot offset

    var footOffset : float = footprintSpacing;

     

    if ( isLeft )

    {

    footOffset = -footprintSpacing;

    }

     

    var corners : Vector3[] = new Vector3[ 4 ];

     

    // corners = position + left/right offset + forward + right

    corners[ 0 ] = pos + ( rht * footOffset ) + ( fwd * footprintSize.y * 0.5 ) + ( -rht * footprintSize.x * 0.5 ); // Upper Left

    corners[ 1 ] = pos + ( rht * footOffset ) + ( fwd * footprintSize.y * 0.5 ) + ( rht * footprintSize.x * 0.5 ); // Upper Right

    corners[ 2 ] = pos + ( rht * footOffset ) + ( -fwd * footprintSize.y * 0.5 ) + ( -rht * footprintSize.x * 0.5 ); // Lower Left

    corners[ 3 ] = pos + ( rht * footOffset ) + ( -fwd * footprintSize.y * 0.5 ) + ( rht * footprintSize.x * 0.5 ); // Lower Right

     

    That function idk how to write that for lua. It has me so stumped and i cant find any lua script that looks like that to see how to make it

  5. Are terrain indents possible to be happening ingame ?

     

    Like say a skidoo goes through the snow terrain and makes indents in the terrain or imprints like real tread tracks like tire tracks from a car.

     

    How does one do this if it is possible ? What code would work ?

    845989-Skidoo-track-crossing-the-snowy-winter-terrain--Stock-Photo-tracks.jpg

  6. Does anyone know of a js to lua converter ? I seen some sln projects on github that are too complex for me to use even though they have some instructions. I'm not an expert with lua yet so I'm trying to convert some js to lua scripts by myself with no success.

  7. Thanks all !

     

    I ended up using simple triggers 'cos it's much easier for me and as I heard that raycasting is performance heavy anyways.

     

    but i guess i'll have to use raycasting for the footprint decals

  8. I'm getting tired of these concrete footsteps sounds when walking on terrain and snow,etc..They all sound the same on all surfaces.

     

    It doesn't make the game playable. How does one go about this idea of different footstep sounds ? I did a search here on the forums that didn't give a good answer. I read one post where it said maybe use triggered zones and another post saying use raycasting. What one is best ? Raycasting would just use the picking code in the player.lua and just make an if statement there to see what material it is ? or how ?

  9. Hey all ! After a long time away from here I've just came back but after i got my update on steam my healthbars and lettering are all black now ! Also i just tried to get my navmesh to work and it dont. I erased the navmesh cos i was making my level bigger but now i cant get a navmesh in it. I followed the steps to go to the build navmesh settings and nothing appears no light blue material showing and no ai is moving. Guess i have to make a new level then and start over ? or is there a way to fix this ?

  10. wouldn't think that would be too good for performance wise though.

     

    I didn't have a choice. Every time I tried to load a prefab and parent it to the player it would load the prefab in different places and not in the center of the screen. It does not seem to have any performance issues yet anyways

  11. That is pretty damn awesome, how did you manage to do it?

     

    Thanks !

     

    he instant a prefab and rotates it

     

    nope.. I tried that and it failed. So i did it the easiest way. Maybe you can figure it out ?

     

    Oh yeah maybe you can't 'cos you never tried so I'll tell you : I just parent each inventory item infront of the player and show / hide at the precise moments using FlowGUI

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