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Undac

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Posts posted by Undac

  1. Read the tutorials from the start to finish. :P You download those objects from the tutorial.

     

    for the "models and animation" tutorial, search for this paragraph

    "To get started with this tutorial, download the zip file below and extract its contents to your desktop:"

    below this line you can find a link ( http://www.leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_id=8177 ), from which you download the files

  2. Any idea if it's possible to export the terrain (or the whole map) to Blender? Basically, I want to create rivers and lakes, which is faster than using LWeditor when you have different elevation levels. Any idea is welcome.

  3. For such a game, to have smooth melee you clearly need the torso, arms and head to move separately from legs, just like in Mount & Blade. Having played M&B however, I fail to understand why do you mind that the attack animation carries on when you turn - it happens in their game as well. Maybe a video would help us understand the issue better... ?

  4. It looks interesting indeed - thanks for sharing!

    I see that you can also buy a non-commercial license with all the features pretty cheap (15euro), which makes me wonder if it's possible to use that and upgrade to indie license when you decide to sell your software.

  5. Well, the Release() method works just fine for me, so I guess the problem is elsewhere.

    Before you call the destructor, do you see the item in game? If you're not sure it does, the problem might be the attempt to Hide() an empty model. The error happens when you try to call the destructor or when you exit the map? If it happens when you exit the map, maybe you call delete world before the destructor of ItemEntity.

     

    PS: I have no idea what Asset::Unmanaged is.

  6. Somehow code completion doesn't work for Leadwerks in Code::Blocks. Any idea how to solve this?

     

    PS: I have symbol browser enabled.

     

    PPS: Solved

    Adding $(LeadwerksPath)/Include on additional parser search paths did not work for me, but oddly enough it worked when I copied the entire include folder into my project and added it.

    If anyone else has this problem, this is what I did:

    go to the Leadwerks folder, copy the Include folder and paste it in your project's folder

    right click on your project -> properties -> c / c++ parser options -> add -> ../Include/

    (or whatever name / path you chose)

     

    PS: If you don't know where the Leadwerks folder is located: open Steam -> right click on Leadwerks -> Properties -> Local files -> Browse local files

  7. Let say that you want to equip your characters with weapons: load the model, set hand bone as it's parent and voila!

    But what about clothing and armours? They are not stiff and I cannot find a solution to deal with them when loading an animation. I've tried quite a few things, with different degrees of success. The best looking one so far is breaking them into multiple parts and attaching each part to it's corresponding bone, but the result is not what I expected. Any ideas on this one?

  8. If you use cpp: https://msdn.microsoft.com/en-us/library/windows/desktop/ms646299(v=vs.85).aspx

     

    Otherwise, I don't really have a solution for your question, but this is an idea: you can have a global var that gets incremented (by +1, or relative to time) on each frame, but you reset it to 0 whenever a key assigned to an action is pressed. When this global var is bigger than a set value, the "free looking camera" function is triggered.

     

    I haven't used much LUA, so I will write in pseudo-code:

     

    //let's suppose that you want to trigger the auto camera if the player didn't touch any key in 5000 frames

    freeCameraTrigger = 0

     

    //in your gameMain function:

    if (freeCameraTrigger < 5000)

    freeCameraTrigger = freeCameraTrigger + 1

    else

    MoveCameraFreely()

    end

     

    if (KeyDown(Key::Alt))

    <actions>

    freeCameraTrigger = 0

    end

     

    if (KeyDown(Key::W))

    <actions>

    freeCameraTrigger = 0

    end

     

    <rest of the code>

  9. As far as I know, no, but you can fix this if you know the code of the key you want to use. Let's suppose that you are looking for key 1 (/exclamation mark, above Q), which would have the key code 49. Well, you can either use this value when you call the function

    for example: window->KeyHit(49);

    or open the external dependencies filter, go to Key.h and add it in the class

    static const int KeyOne = 49;

    ...

    window->KeyHit(Key::KeyOne);

     

    //it would actually be advised to write your own Key class in case you want to share the code

     

    I think that the issues with Alt key in windowed mode are related to the fact that it triggers the cascade menu.

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