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Posts posted by TheKkubas
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Just want to create an animation in Blender but Leadwerks don't see it in editor.
Leaving you with blender file.
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According to this source you can try the following:
1: Set Project properties -> Configuration Properties -> C/C++ -> General -> SDL checks -> No.
2: If you have stdafx.h, try "#define _WINSOCK_DEPRECATED_NO_WARNINGS" on the first line
3: At last you can try including <Ws2tcpip.h> and use inet_pton(AF_INET, IP, buffer) instead of inet_addr(IP)
I hope that helps
Yea. It helped with most errors but not with this:
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I think it's a good build.
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Hi. How can I convert inet_ntoa to inet_ntop and inet_addr to inet_pton?
I need this with compiling RakNet.
_WINSOCK_DEPRECATED_NO_WARNINGS generates more errors.
[EDIT] Translations: Błędy: errors Plik: file Wiersz: line Kolumna: Collumn Projekt: project
Errors image:
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So I can put that lib to the main folder of project and make installer for it.Any Lua lib should work with LE, but you just won't be able to run in sandbox mode (if an external dll is being loaded) which means no gameplayer for that game.
So I can put that lib to the main folder of project and make installer for it.
Or just import the source files
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Is LuaSocket works with Leadwerks?
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Hi! When I used Entity:Move child entities of model wont work. 3D model is moving but Leadwerks stuff like pivots, cameras etc. won't move. I discovered it on that script:
Script.object = "" --entity "Starship" Script.pivot = "" --entity "CameraPos" Script.uppoint = "" --entity "FowardPivot" Script.backpoint = "" --entity "BackPivot" Script.camera = "" --entity "Camera" function Script:Start() end function Script:UpdateWorld() objectrot = Vec3() if window:KeyDown(Key.W) then self.object:Move(self.uppoint:GetPosition()) end if window:KeyDown(Key.A) then local oldrotation = Vec3() local newrotation = Vec3() oldrotation = self.object:GetRotation() newrotation = oldrotation+Vec3(0,0,0.7) self.object:SetRotation(newrotation) objectrot = newrotation end if window:KeyDown(Key.D) then local oldrotation = Vec3() local newrotation = Vec3() oldrotation = self.object:GetRotation() newrotation = oldrotation+Vec3(0,0,-0.7) self.object:SetRotation(newrotation) objectrot = newrotation end end
The
Script.uppoint = "" --entity "FowardPivot"
is a child of
Script.object = "" --entity "Starship"
. When i try to move with "W" pivot should go with spaceship but it won't.
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Yes.
Edit - I assume you want more than that, so here is a version that Gimpy did for LE2 back in the day. You should be able to convert it to LE3 code fairly easy. http://www.leadwerks.com/werkspace/topic/1762-pointnclick/
Thanks!
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Is it possible to make a character controller which works like these in the most of strategy games?
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This can also happen if you have two cameras set up. Ie one in the scene and the other included in the FPS script.
I will check it out
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It sounds like maybe your map doesn't have a player or a camera in it?
No. It have FPSPlayer Prefab.
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Hello.
When I started creating anything on Linux I discovered that bug.
When you run a game window appears, sounds are playing but screen isn't updating (when I walked I heard it saw the window but nothing happened). I used sample projects, and my own.
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Thanks. I'm not going to buy that software.
Gave it a test, it exports 121 obj files for the terrain patch alone, but they are transformed so you can put all at 0,0,0 and they fit perfectly toghether.
UV maps are a mess, so textures are not looking like they do in the geovox.
I used old LE2 tools to mass convert obj into gmf.
Do NOT buy it. It is useless for game creation because of exporter. Its exports many .obj files of a single terrain + they are voxels, so they will have many polygons and you need to do retopo after it..... If you need a good terrain software, you have products like, Bryce, VUE, Geocontroll etc.
It looks like it can export to OBJ file format, but you will need another tool to convert that to FBX.
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Will GeoVox work with Leadwerks?
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Check out the tutorial on models and animation.
http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8
If I understand your problem correctly all your animations are stored in a single file. Leadwerks is able to split these up into individual animations. It's explained under the animation heading in the above link.
Hope this helps.
Yea, it's helped a lot. Thanks!
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Hello! I have a little problem with animations.
When I look at example crawler model it have multiple animations in single file. How to do it with .fbx file?
I imported an animation from mixamo.com and I have only one animation. Anyone can help me?
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Your game upload comes with absolutely zero content (no scripts, maps or anything else) besides what was at the root folder and thus doesn't work on that issue alone.
What does come up when you run
ldd Jube | grep "not found"
in a terminal from within your project's folder?
It replied:
ldd: ./Jube: nie jest zwykłym plikiem
To English: ldd: ./Jube: isn't usual file
We must freeze a topic: I'm on vacation to 24.07
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Can you please post your game in a zip file?
Yes i can. Here you have it
More details please. Like detailed system specs of the Mint machine, including OS arch, graphics card and drivers.
From my Steam profile:
GPU: Nvidia GTX660 TI
CPU: Intel Core i5-3570
RAM: 8GB DDR3
DISK 1TB 7200RPM
uname -a info:
Linux TK-PC 3.16.0-38-generic #52~14.04.1-Ubuntu SMP Fri May 8 09:43:57 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
A GPU drivers (version 346.72) are auto-detected in settings.
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Hi.
I installed a Leadwerks on a Linux Mint 17.1 Cinamon and my game didn't run.
Leadwerks don't showing any errors.
The console log:
Executing "\media\thekkubas\Dev2\Leadwerks\Jube\Jube"... Process Complete.
Nothing more. I don't know what can I do.
I tried open an app on wine. It runned.
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No that was how keys were defined in LE2.
As for the OP's issues:
- the function is 'Script:UpdateWorld()' not 'Script:Update()'
- the command to print in the LE log is 'System:Print()' not 'print()'
- the function is 'right()' not 'Script:right()' or vice versa
- need to pass the 'self.player' to the 'right()' function if used instead of 'Script:right()' function
example lua code:
Script.player = "" --entity "player"
function Script:Start()
end
function Script:UpdateWorld()
window = Window:GetCurrent()
if window:KeyHit(Key.D) then
System:Print("D Pressed")
right(self.player)
end
end
function right(player)
ppos = player:GetPosition()
player:SetPosition(ppos+Vec3(3,0,0))
end
Thank you very much. Script worked but i must fix some bugs (I can do it alone).
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Hi. i'm new to Leadwerks and I started scrpiting in lua. When i try to make basic controller i discovered that bug (or my mistake). Here is one of scripts which i (try to) make.
Script.player = "" --entity "Player" function Script:Start() end function Script:Update() if window:KeyDown(Key.D) then print("D Pressed") right() end end function Script:right() ppos = self.player:GetPosition() self.player:SetPosition(ppos+Vec3(3,0,0)) end
When it launched i didn't get any console replys about pressed D and my character didn't move.
At the end sorry for my English. That text could have errors.
Blender animations don't appear in Leadwerks editor.
in Game Artwork
Posted
Thanks man! I will test it tomorrow. Wrote from my mobile phone.