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Posts posted by Marcousik
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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
Quoteself.entity:SetPickMode(Entity.BoxPick,true)
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)
14 hours ago, Ttiki said:self.lightRayEnd:GetPosition()
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(....)
14 hours ago, Ttiki said:local i**** = self.entity.world:Pick( self.entity:GetPosition(), self.lightRayEnd:GetPosition(), pickInfo, .25, true, Collision.Character )
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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.
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On 6/23/2023 at 2:20 AM, WazMeister said:
Is there a way to use other car models with this?
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:
Quote--Player Movement
local movex=0
local movez=0
self.input[0]=0
self.input[1]=0
if window:KeyDown(Key.W) then self.input[1]=self.input[1]+1 end
if window:KeyDown(Key.S) then self.input[1]=self.input[1]-1 end
if window:KeyDown(Key.D) then self.input[0]=self.input[0]+1 end
if window:KeyDown(Key.A) then self.input[0]=self.input[0]-1 end
local playerMovement = Vec3(0)
playerMovement.x = self.input[0] * self.moveSpeed
playerMovement.z = self.input[1] * self.moveSpeed
--This prevents "speed hack" strafing due to lazy programming
if self.input[0]~=0 and self.input[1]~=0 then
playerMovement = playerMovement * 0.70710678
end--if self.entity:GetAirborne() then
-- playerMovement = playerMovement * 0.2
--end
--Check for running with shift and when not carrying anything
if self.carryingEntity == nil and window:KeyDown(Key.Shift) then
playerMovement.z = playerMovement.z * self.speedMultiplier
end-- Check for jumping
local jump = 0
if window:KeyHit(Key.Space) and self:IsAirborne() == 0 then
jump = self.jumpForce
if self.sound.footsteps.concrete.jump ~= nil then
self.sound.footsteps.concrete.jump:Play()
end
if self.weapons[self.currentweaponindex]~=nil then
self.weapons[self.currentweaponindex]:BeginJump()
end--Give the player an extra boost when jumping
playerMovement = playerMovement * 1.6
endself.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true)
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I think window:KeyDown(Key.Up) returns a bool value type: true or false.
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16 hours ago, WazMeister said:
I want the SPRINT animation to only trigger if space bar is pushed to sprint... and moving forward with W.....If the player stands still, pushing Space should do nothing.
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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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
Quote//Wind
float time = currenttime/currenttime;
if (vertex_position.y > 100.1) {
ex_vertexposition.x += 0.25*cos(1.0*ex_vertexposition.y/2 + 1) * sin(1.0*ex_vertexposition.y/4 + 1); //must go //between these other two 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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20 hours ago, havenphillip said:
You should be able to just erase these lines without any problem. It doesn't look like you're establishing anything here that you need to use later:
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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On 3/11/2023 at 10:50 PM, Alienhead said:
I find problem solving during game creation more challenging than gaming itself.
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.
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Hey Alienhead that looks so really fun and cool, after I saw a few thing you made, I have to ask: are you some kind of professional game maker or just incredible good inspired? Or a future professional game maker ?
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Nice effects. Is there here a tuto or tipps on how to build the shaking / trembling effects (1.25 in the video) ??
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Really nice, May I ask to this,
- how much FPS ingame with all this?
- Are your models with shapes?
- Which size is the map? (1024, 2048,...)?
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17 hours ago, sastahai44 said:
I mean shadows, models, cng, emitters all work fine ,but decals are trembling. I m bit disappointed, it would have built good roads effects.
Yes I don't understand that too. It gets solved with camera range. I don't understand, why did you repeat me @sastahai44 ?
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I see in general the release phase very problematic.
The market is today flooded with games and I have no idea how people should know about my little game I spent 10 years on and that is not 1/100 so good as Ubisoft (or whatever big studio) is able to do...
The market is so flooded that maybe someday gamers on twitch will get paid by a games studio to get their game played ? Who knows.
Like to be added to a game pass... Is this a privilege? A chance ? Who pay who to get the game in a game pass? Would you pay to get your game published in the XBOX Game Pass? Even if "normaly" XBOX should pay you for the (copy)rights of your game?
Except you do a big add campaign on youtube, but which indie is going to do this, I ask?
So to answer your question, the very first question should be before the release plattform choice, how do you want to release something without that it goes forgotten?
(sorry for being so pessimistic!)
Edit
The only real winners in the games industry are those publishing plattforms (steam, Game Pass, Epic...) and ironically those who just do nothing, except relating gamers to developpers. But gamers use those plattform because it's nice presented and there are attractive deals. IMO it ruins the games market somehow evenif I'm too a steam user.
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22 minutes ago, Vida Marcell said:
There are so many things happened here in the past decade
That's right and so much more before I joined. But I have the feeling the leadwerks community was and is one of the nicest, because never trolling anybody and cool people and so, well sadly a lot of active nice and helpful members are gone, waiting for the ultra engine, or whatever why I don't know.
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23 hours ago, Thirsty Panther said:
Not sure if it works with the current Leadwerks build but it might be worth having a look at.
Probably not working anymore, as Josh changed the physics - if I good remembered - with Update LE 4.4
And Nick Ace set the cars prefabs from Shadmar as requirement, so probably will the cars not be able to drive, except you go back to build LE 4.3
But yes it might be worth having a look at it for how he managed the simuilation.
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You access to the workshop published items through the LE editor -> Marketplace -> Workshop.
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Clothing System
in General Discussion
Posted
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.