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macklebee

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Posts posted by macklebee

  1. 2 hours ago, Nexerade said:

    Calculating normals does indeed help with darken things, but for some reason leadwerks doesn't have holes in circle things. It has only half of lower.

    Without posting the model, we can only guess what you are alluding to... holes in circle things? no idea what you are trying to describe. Post the model and what it is supposed to look like in your own post. Do not hijack this bug report with something unrelated to the OP's report.

  2. 13 minutes ago, gamecreator said:

    world->SetSize(4096) worked for me though the navmesh generation is now about 30+ seconds with 1 pillar per room (for 100 rooms).  Not a problem so far with doing the generation at the start of the game.

    Are you creating worlds that large? If they are about the same size as shown in your pictures then a world size of 1024x1024 should be enough.

  3. 3 hours ago, Nexerade said:

    However there were no problems with normals or faces. 

    Glad to hear you fixed the issue simply by fixing the weighting, but the model definitely did have problems with the faces in LE. They were inverted which is why you could not see them unless you flipped the faces in the Model Editor.

  4. Here! is! your! model! in! several! other! modeling! programs!!! From left to right, 3dcoat, uu3d, hexagon.model.thumb.jpg.e16c7256fe535459eedbdc289e3079b0.jpg

    The model has poor edge flows as shown by the banding. Now fortunately LE has a way fix poor modeling skills in the LE Model Editor. Open up model in the model editor, and click TOOLS>Calculate Normals... Try using the angular threshold option and lowering the angular tolerance to clean up the normals on the faces causing the banding.

    model_fixed.jpg.a5b0eb2998a35424508c01eb625a4345.jpg

    • Like 3
  5. First thing I see is that the parts that are not visible in LE are not part of the animated hands. You do not appear to have weighted their vertices to the hand movement. Also, the parts not seen have their faces inverted. You can see this in the mdl version I created where I had fixed the gun model not being weighted completely to the hand model animation. Open up in the model editor, click Tools>Flip Faces and you will see your missing faces.

    If you fix the weighted vertices issue and flip the faces on those parts in your modeling program, it should look correct.

     

    m9_hands_modified.mdl

    • Like 2
  6. It would help if we could get the model to look at, but if I had to guess - it looks like you need to invert the normals on those faces prior to export from blender.

    Another thing to try is to add actual materials to the meshes. Make the material for the gun 2sided to see if it shows up. But more than likely the face is just inverted on the model so when imported the face appears invisible because you are viewing it from the backside.

  7. Click the Learn header at the top of page and it will take you to the Leadwerks documentation. If you look at the Entity>Camera documentation, you will see camera class functions. One of these functions, SetRange(), will perform what you are wanting.

    https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetRange

    There are a lot of good examples and information in the documentation. It will benefit you to become familiar with it.

  8. Since you are making us guess by not providing the files in question, then my guess is that you haven't reset the transforms in blender prior to exporting for use in LE. Also, keep in mind that LE needs bones and keyframes that give position and rotation of those bones.

     

     

  9. 2 minutes ago, Core said:

    Oh, answering to my self... I need to have shadow shader on my material... :)

    Having a shadow shader will not make a difference if the above items are not selected properly. By selecting cast shadows in the material, it appears to add a default shadow shader anyways.

  10. Since you didn't post the information, have you selected the model in the editor's scene browser and confirmed that in the Appearance tab that the cast shadows pulldown menu does not have 'None' selected? Have you checked the model's material file and confirmed that the cast shadows option is checked?

    • Like 1
  11. 1 hour ago, tipforeveryone said:
    1. I don't think so. I have a small test with map 07-AI and Events
    2. I put irisadjusment.lua into Map Root Post Effects list, then Editor Viewport camera was applied irisadjusment.lua, it is ok for sure.
    3. Delete original FPSPlayer prefab and replace with a single camera, check "Use Post effect" in Camera Tab, start the game, it worked too
    4. Remove irisadjustment.lua from Map Root Post Effects list and create a new .lua file to attach to the camera
    
    function Script:Start()
    	self.entity:AddPostEffect("Shaders/PostEffects/irisadjusment.lua")
    end

    and it does not work anymore.

    It seems only work if shader file is put into Post Effect list. This is weird.

    You need to look at your output text in the script editor when you run the game - it tells you that the 'irisadjusment.lua' was not loaded. It did not load because that file doesn't exist. The file name is 'irisadjusTment.lua'.

    • Thanks 1
  12. Quote

     now I'm noticing the regen rate changes while I'm walking around. When I spawn in the first crawler attacks me and the health immediately jumps back. But as I walk around it is really slow. What would cause that? I'm using Time:GetCurrent() so maybe it has something to do with the frame rate or something?

    No, it has to do with the fact that Time:GetCurrent() returns the application time. So the longer the game runs the higher the Time:GetCurrent() value becomes, which inversely lowers the value added to health. You need to do what Reepblue suggested and only add a fixed amount of health after a certain delay has occurred if you want a fixed rate of health increase.

  13. The character animation should walk/run in place and not actually move. In LE, the horizontal translation is controlled by character navigation not by its animation. The way it is now will make the character constantly look like its sliding. Where did you get this from? If you got this from mixamo, one of the options when exporting animation is for the animation to be performed in place. Do that and your life will be a lot easier. Also, I suggest that you use a modeling app to scale the character to a proper height before importing in LE.

  14. Using Math:Round when drawing the text will round to the nearest whole number:

    context:DrawText("Health: "..Math:Round(health).."/100",2,2)

    To display to a specific decimal place:

    context:DrawText(string.format("Health: %.3f/100",health),2,22)

    where %.3f will show to the 3rd decimal place; %.2f would show to the 2nd decimal; %.1f would show to the 1st decimal... etc..

    • Like 1
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