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Everything posted by Marcousik
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Yes exactly, I used Blender to import the meshes, transfer each one to the bones skeleton, then export the character with all the clothes mesh merged on it, and then seperetly export clothe items as .fbx to import the models in Leadwerks as dropable loot/items to equip. It's much work but it works.
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look at that beginning 2.47 I made that for a long time, maybe it is interesting... Made with Mixamo and Leadwerks no ultra, it didn't exist The problem is you have to animate the mesh. So I imported an animated fuse character with blender and added all the mesh on the bones. Then set the mesh you don't want with invisible material, Create a clothe as dropable item and then just show() the corresponding clothe mesh on the player as he equips it Edit: you can't just show() it as it wasn't hidden, you have to replace the invisible material on the mesh with the clothe material with animated shader. Hope it can help
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Ok I got it to work. I made the test only on your DEVROOM_gameplay.map I found 2 problems: 1) In script Nurse.lua: Remove this line in start() - this causes the bug 2) Your nurse Entity is too little ! It runs under the raycast you are testing and so doesn't trigger anything. -> Just put a scale on the nurse entity (1,10,1) After that the nurse is going to be detected and is coming to the camera, I also reduced the murse move speed to 1 or 2
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yea upload is good
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Hi 2 ideas to try: 1) Check if this is not a child, if it is, it should be GetPosition(true) 2) I got an issue with pick() returning entities not precisely enough Try to replace the false with true in the Pick() arguments https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Pick it's about the "closest" arguments Also maybe use [Name-of-your-created-world].Pick(....)
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Darkness Awaits Template - Player.lua & 3rdPersonFollow.lua issues
Marcousik replied to WazMeister's topic in Programming
Hey Man you have to share more of your code, like this it's almost impossible to help. Seems your camera doesn't have a script attached, but you call it with "self.camera.script" -> This returns nil, error. -
Yes sure, just replace the "Voiture" child with the model you want, But let the name "Voiture" Adjust the tires and play around with the script values (mass, tires dimensions, dampers lenght...) Save the final result as .pfb and set this prefab in the script properties as path (needed to leave the car)
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I think all you are asking for can be solved through studying the "FPSPlayer.lua" script, this is a work each one has to do to here to learn scripting possibilities. This is an extract of this script:
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I think window:KeyDown(Key.Up) returns a bool value type: true or false.
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Try this: if window:KeyHit(Key.Space) and window:KeyDown(Key.W) then -- add here the code for a jump end And with the character controller it imay be preferable to use this: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput Look at the FPSPlayer.lua script
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Hello I updated the jeep car for Leadwerks 4.6 with all adjustments and implemented the new damping and balancing technics I could find to optimize vehicles with Leadwerks. So feel free to download and try the car, it's free, in the workshop! There are 3 cameras mode you can easily switch: Free, Following and First Person. The lights got an upgrade too. Added realistic shapes for the tires and the car: Credits sounds form Shadmar (vehicles worhkshop item) Credits Havenphilip for the sand tracing tire tracks https://steamcommunity.com/sharedfiles/filedetails/?id=739604432 ************** IMPORTANT I uploaded a main.lua file in the workshop with the line world:Update() changed to world:Update(4) Otherwise it won't work. If you made changes to your main.lua, make a backup of the file before installing! *************** This should be the last big update. Enjooy!
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@Josh Great great news to read. Any idea when will it be avalable on steam ?
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Hi havenphilip, Would it be possible to make a shader that generates water little circle-waves around the position, where for exampl someone would have thrown a stone in water? Would you have a start idea for this or is that a way impossible?
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One more, thx a lot for the all your work on the shader you made, witout that I wouldn't have got the possibility to continue on this. The key is this shader effect around a specific entity
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No it absolutely does not. (but thx for helping) it only works if I add this absurd Wind lines As I said it is not a big problem, only annoying because not really to understand. Here is a WIP showcase Part 2 for mud shader:
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Yes that sounds logical. But without those "wind" lines, the shader is not perfect, it breaks by rotating the camera, at some point, some of the mesh springs out and flickers. Adding those lines solve the flickers 100% ! This is not a big issue but I can't understand why. It is much more crazy; this is the difference by just changing a number of the wind line: I set a 2 instead of 4, it is immediatly broken: with a 4, it is perfect INcredible, somethinng is wrong but Idk what
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@havenphillip and @ all interested in this On this topic on how to perform or animate traces on terrain especially water, mud or foot step, I worked on a your shader havenphilip And here is what I obtain, playing with variables and shader equations: And here is the shader Now the stuppid thing that I don't understand is : I set the wind effect with the condition if (vertex_position.y > 100.1) I actually used this to stop the wind effect to be seen, but/so why I can't just erase this wind? Because if I erase the wind, the shader becaomes just mess ! I just don't understand why??
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That's the point. I think a nice idea are games that give the gamers the possibility to create their own part, as part of the game; like for example The elder scrolls with the creation kit. More and more players don't play the game just have fun customing their own version.