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thehankinator

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Everything posted by thehankinator

  1. I've been dragging my feet to buy UU3D (sucks to buy a tool just to use some Arteria3d stuff) but I think it's time to do it. Thanks for your help.
  2. Are you able to import into blender after exporting from UU3D? This particular model has 3 fbx files, one with no year, 2010 and 2012. The one with no year blender says is to old of a version. The 2010 and 2012 version both fail to import with the same message(I think it's the same message) in OP.
  3. I've got the this customizable modern male character model from Arteria3d. I sware I've imported it to blender before but I can't now. I downloaded the FBX converter from Autodesk and it has no problem opening the file. I tried converting to to every other version of FBX but Blender fails with the error below. Any idea what's wrong?
  4. I think what you are trying to do would be something like this: if reached_goal then System:Print("Hit this code") self.reachedGoal = true end
  5. It causes the game to lock up for about a minute then crash.
  6. Bad ***, I had no idea! It loses the materials on the surfaces but no need for me to polish my script. Thanks!
  7. Unfortunately that function isn't visible in Lua, I should have mentioned that in OP. There is already an export for CSG? How!
  8. I wrote a script that will convert a prefab(containing just CSG) to a obj/mtl file. Below is the relevant code. RecordInfo reports that the class is BrushClass. If I run the script in a separate directory (paths to shaders and textures broken) the entities are ModelClass, which has surfaces and the obj/mtl are exported as expected. But that's neither here nor there. world=World:Create() Prefab:Load(prefabfile) local aabb = AABB(-99999999,-99999999,-99999999,99999999,99999999,99999999) world:ForEachEntityInAABBDo(aabb, "RecordInfo")
  9. I showed this game to a friend today, he brought up the fact that this is a tribute to an nvidia card and you can't play it without graphical corruption on (some?) AMD cards. I never could have even planned this that well! ALPHADOG!
  10. http://www.leadwerks.com/werkspace/page/api-reference/_/world/worldforeachvisibleentitydo-r506 The reference for World::ForEachVisibleEntityDo contains text referring to finding entities within an AABB but there is no AABB involved in this function. I suspect a copy/past error from World::ForEachEntityInAABBDo. See bold text below. Also the code example for this function creates an AABB (including comments about using it to find the entities) but never uses it. Parameters camera: the camera to test visibility with. callback: the function to call for each top-level entity found within the specified AABB. funcname: the name of the script function to call for each top-level entity found within the specified AABB. extra: an optional object that will be passed in the second parameter of the callback function. Remarks The callback function will only be called for the top-level entities who's recursive bounding boxes intersect the specified AABB. Your callback function should be written so that it is called recursively with the top-level entity's children.
  11. Will OpenGL be dropped entirely or will there be an option between the two? Maybe Vulkan will fix this, sigh.
  12. In what way did it not work? What happens when you change: newobject:SetPosition(self.entity:GetPosition()) to: newobject:SetPosition(self.entity:GetPosition(true), true)
  13. Is there any way to get the surfaces of an entity with a class type of BrushClass? I tried casting it to a Model but that causes a crash.
  14. I tried it with 16.2 that was released a couple days ago. Still not fixed, bleh.
  15. System:Print("Hit this code") When you have the script window open, the print gets spit out in a tab on the right.
  16. It'd be nice of Josh could focus on all the features/bug fixes that are important to me (because I'm the most special of course!) instead of models but those changes aren't free. The models in the Workshop Store could provide funding for engine and editor improvements. Back on subject, I was thinking about this some more this morning. Building on what Rick was saying about a notification within the editor itself, have you thought about some kind of free "model/texture/sound/whatever of the week"? It could be a trashcan, new blood splatter, skin for crawler or something else that is cheap/simple. Hell, you could even hold a "competition" here in the forums, people could design a simple asset that would get featured in the store for the week (and a sticker of course). The purpose would be to get people used to getting content through the editor rather than Steam.
  17. I clicked on the Workshop items on the store page and that was a store page I'd never seen. It'd be nice of that button was also on the screen within steam where you launch Leadwerks. Right now, there is Launch, View achievements, Find DLC, and Workshop buttons but no button for the Workshop Store. If I didn't know better, I'd assume that the Workshop and Workshop Store were the same thing.
  18. I think my first instinct to go through the Steam interface is because that is where I go to subscribe to items in the free workshop that's been around months. Like this http://steamcommunity.com/sharedfiles/filedetails/?id=571199621
  19. First thing I did after reading this was open up Steam and click the "Browse the Workshop" button for Leadwerks Game Engine then clicked the "Paid" section (which indicated 19 items) to see what was there, this is what I saw. I had to go to leadwerks.com and click the Workshop button at the top to see paid items. I doubt this is the whole problem but for people who do not frequent the Leadwerks site/forum, paid items don't exist. I think that the Workshop store is going to grow into something really awesome but it will probably be a slow build up because it is so far removed from the store page on Steam for Leadwerks Engine.
  20. Ok, It looks like reached_goal is not getting set anywhere but that's okay, I don't think you need that variable. In your collision trigger script try doing this: function Script:Collision(entity, position, normal, speed) if entity.script ~= nil then if entity.script.reachedGoal ~= nil then entity.script.reachedGoal = true end end end
  21. 1. I am talking about reached_goal not self.reachedGoal. It's used in the UpdateWorld() code block(below), what logic is behind it? Without the full code I can't tell how it is getting set to true (or false). Looks suspicious. function Script:UpdateWorld() if reached_goal then self.reachedGoal = true end end 2. Cool, this means the draw code is fine, self.reachedGoal isn't getting set to true for some reason. 3. Try changing: Script.reachedGoal ="" --entity "Text Dispaly Point" To: Script.reachedGoal = false Does it make sense why this change is more consistent?
  22. In the Surface reference, there is a link labeled GetTriangleCorner that takes you to the page for GetTriangleVertex. I think the link should be labeled GetTriangleVertex not GetTriangleCorner.
  23. What's the logic behind the reached_goal variable in UpdateWorld()? If you initialize self.reachedGoal to true in Start(), does the text show? Also I don't think it's the problem but you have Script.reachedGoal initialized to a blank string with the entity script property but elsewhere in the script you use it as a bool. I would change to be consistent to avoid confusion.
  24. I don't see anything obvious in the code you posted. Normally I start putting prints all over to figure out if the code in the area that I am looking at is even getting run. For example I'd put a print after each if check for pickInfo, then if all that is getting run, I'd put some prints in PostRender() looking at self.text.
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