tumira
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Posts posted by tumira
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It is not causes by the cheapwater. Found out that the billboards causes this bug for me ? If I disable the billboards on the trees, the bug is gone.(to any material using transparent and refraction shader)
To reproduce
1)Create new project using the FPS template
2)Create new terrain and add dirt textures
3)Create two boxes
4)Apply materials to the boxes(use different materials each)
5)Change the material shader to transparent or refraction
6)Create tree vegetation (pine01) with billboards and paint a few on the terrain.
with billboards disabled
with billboards enabled on the trees
the map
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Not sure if it is just me but when I tried the Cheapwater material from the workshop , I noticed that something is drawn on to the materials (A bush plant or something ?)
https://www.dropbox.com/s/vn1wau04wv5qucg/Cheapwater%20bug.jpg?dl=0
It is still the same even when I created new project and new map.
Please help
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Got a problem with my dual monitor setup with nvidia DSR enabled. The game will uses the max DSR resolution and not the native resolution and uses both monitor. Im using 2 1920x1080 monitors with DSR enabled.
Got the same problem with A demons game. Need to disable DSR for it to work correctly.
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I think people in the middle loves C# very much. Lua is great but I would loves to catch my error at compile time rather at runtime and you cant really beat Visual Studio Intellisense and autocomplete. C++ might be a bit daunting but if you want to go to hardcore game programming that is the route.
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Why not just returns all unit in centimeters (code and editor) ? So it will standardize. I've been converting my Unity project and I noticed that Leadwerks value is way off. Turns out it returns value differently from the editor(cm and m).
Its not a big problem, I just need to multiple the value that I got from codes to 100 to get it the same with the editor. But still In my opinion kinda odd to why not make it a standard for both editor and codes.
Maybe to avoid breaking stuff up with current project ?
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Yes, the editor uses a different scale (multiplied by 100).
But why ?
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I'm a bit confused about the return unit ?
For example I set the camera at the editor at this position. x=0.0 , y=77, z=-27.0.
When I use this code on the camera to get the z position,
"self.entity:GetPosition().z"
it returns -0.27 ? I need to multiply my position from codes to 100 to get the exact same value with the editor?
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Happens to me too. Object already deleted when trying to open another map and Exception violation when trying to create new map.
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@rick. I think there is quite a lot of fps games is saving this syle. Example halflife1 and 2, farcry series, quake series. Not sure about farcry3 and 4. Doom1,2 i think even doom3. Doom 4 is actually using checkpoint style.
I guess leadwerk engine is suitable for checkpoint syle?
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Now im confused. Is there a way to grab the current entity animation frameNo or not with the new playanimation command?
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Other than the new PlayAnimation() command, are you not setting the frame value for the command SetAnimationFrame()? why could you not save that variable value?
That frameNo15 is just example. In realtime how would you know which animation frameNo is playing ?
We can save the state "attacking" by saving the state value but we could not know at which frameno it is playing to save.
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@Josh
How do we make the entity continue playing the animation when it is loaded back or even save the animation frame? Example the crawler is playing attack animation at frameno 15 when it is saved. How do we get the frameNo for saving?
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Since we have SetAnimationFrame for entity, can we have GetAnimationFrame also ? This is for saving and loading.
http://www.leadwerks.com/werkspace/topic/15738-saving-tables-and-variables/
Another questions is, is it possible to retrieve uniqueID for an entity ?
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@Genebris, Thank you for your reply. I think the unique Id for the crawler right now is their positions ?But if leadwerks is also exposing the unique id for the entity is better I think. Regarding the GetAnimationFrame, yeah its been bothering me for quite some time.
Thanks again.
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Whoa a lot of information. Awesome!. May I ask how to
1)Get entity unique id ? If I have 10 crawlers how do we know which is which when saving and loading ?
2)How to get the animation state of a crawler and make it continue playing that animation after loaded. Example the crawler is playing attack animation and at the frame no15 , when loaded it back it should continue playing attack animation at frame no15.
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Where is this shader "drawing_minimap.shader" ? Please forgive my noobiness.
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@macklebee that is the reason I said better be careful. The license are not really clear. Anyway, the good news is, if you own Gameguru, tgc just released most of the packs in the the latest Gamepack expansion dlc as free. So you can use that with leadwerks or other game engines.
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Okay. Didnt found my thread. But
https://forum.game-guru.com/thread/212411
One mod say no problem. Another one stated only tgc models are completely free and can be use with other game engines. Other packs need to be confirmed with the artist. (That free packs consists from tgc and third party)
This is how I always understand the terms. Any product from tgc will always be completely free and can be use with other game engines, while others need permission from the artists even if you bought it from their store.
Another is here from steam
http://steamcommunity.com/app/266310/discussions/0/405693392905605272/?ctp=6
This is from Lee at steams
" Lee Bamber..@Teabone: I have only sought permission from the artists to open source their FPS Creator Classic Model Packs as is, so you are correct to seek permission from third party artists before converting and redistributing them for use in GameGuru. That said, TGC owned a lot of the packs and I hereby grant permission to convert all TGC owned FPSC model packs and distribute them for free on the forums (though not through the asset store or through some paid-for collection). I add my thanks to that of the community for grinding through the conversions! "
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Let me check back on the forum. I did asked them last year .
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Better be careful. I asked lee from tgc and he said that the artists only agrees to release it for gameguru only. They are not sure if other game engine can use it or not.
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So its an issue with HDR - ok, yes I can confirm that. I do not have HDR typically turned on and there was no mention of it in your first post, so I was not seeing the issue.
Yup. I thought it was SSR until i read about the other post that it actually HDR + any post processing effect causes the bug.
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Someone else is having this bug also and yes this bug is also from 4.2. Since it is still not fixed, I thought I should report this bug again for 4.3
http://www.leadwerks.com/werkspace/topic/15473-hdr-bug-in-leadwerks-42/
*actually if you add any post processing effect will cause this bug. Turning off HDR in settings will make it disappear like the post above.
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I can't reproduce that. Can you post the zipped up SSR shader to make sure we are using the same version as you?
Sure
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1)Open new project
2)Create new map
3)Create big box as ground
4)Create spotlight
5)Rotate the spotlight so that the direction is toward the box
6)Make sure the light hit the ground and below or into the box.
7)add SSR shader the the post processing effect.
https://www.dropbox.com/s/e2su8j7wq4ba4k7/20170126081910_1.jpg?dl=0
https://www.dropbox.com/s/bn2gwn90g0ib9nf/20170126081920_1.jpg?dl=0
https://www.dropbox.com/s/00n38wz2n3x6i8l/20170126081940_1.jpg?dl=0
This only happen in viewport. You can also notices this bug in the AI and Event map.
edited
*It is actually HDR+ any post processing effect added will cause this bug. This is the same bug as here
http://www.leadwerks.com/werkspace/topic/15473-hdr-bug-in-leadwerks-42/
4.4Beta Window.Fullscreen not working
in Leadwerks Engine Bug Reports
Posted
Hi
In latest 4.4Beta this line wont work anymore
window=Window:Create(title,0,0,System:GetProperty("screenwidth","1920"),System:GetProperty("screenheight","1080"),Window.FullScreen)
Previous beta it is working just fine. Im using FPS template in AI and Event map.
It comes up with error attempt to index global 'window' (a nil value)