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SpEcIeS

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Posts posted by SpEcIeS

  1. Still trying and ending up with the same results and I cannot help but to feel that there is something wrong with the model editor for GNU/Linux. All the errors occur while interacting with this editor. Is there another way of assigning materials to a model without the use of this editor?

     

    This post may be best placed in the Linux area. huh.png

  2. Thank-you for the offering the help, but unfortunately it did not seem to correct the problem. It is very unclear to me what is happening. If the correct animation shaders are used, should it not work?

     

    There are three textures for each material: diffuse, normal, and specular. The "diffuse+normal+specular.shader" is applied and the "shadow.animation.shader" is also used. Also, in order to allow the textures to be seen, Strip Vertex Colors was applied on the model in the editor window. Otherwise the model is black.

     

    Another odd issue is, since the model is HUGE, resizing the model in the editor to 6' makes it invisible, therefore needing to be reimported.

  3. Now that I have some new models to use, I am having a lot of difficulties with materials on models. Even when using the animation shaders, there are missing patches of the material on the model. If the regular shaders are used, the materials work as expected, but, as predicted, the materials do not "sick" to the model.

     

    When importing new models, what are the configurations and settings for the textures and materials? I have been spinning my wheels for hours and end up with the same results.

     

    Attached is an image to help.

  4. Well, looks like my limited vision has tagged me again. It would seem I was looking at the wrong spot and I feel just silly about it.

     

    As the tutorial points out File -> Publish and I was looking under Workshop -> Publish File. :(

    • Upvote 1
  5. Really? Ok.. I am missing something then. lol Using the "Publish File" option in the menu,the only option available seems to be publish to Steam Workshop and a second tab to Update. Would you please inform me where to look?

  6. After some reading, I found out that the old Windows 95 look was due to Steam not working with Adwaita gtkrc-2.0 theme, so it looks like I was incorrect about the wrapper. The only way that I could get Steam to acknowledge another workable gtkrc-2.0 theme was to run it in terminal:

     

    GTK2_RC_FILES="/usr/share/themes/Industrial/gtk-2.0/gtkrc" steam &
    

     

    Now Leadwerks does not look so.. well.. Windows 95.

  7. Currently I am reading "Beginning Lua Programming Kurt Jung and Aaron Brown", which is a really nice pdf on lua 5.1. Also, there is a lot of information on the internet regarding lua programming. It is an easy language to learn. Learning lua at the commandline is also easy using lua, or "#!/usr/bin/lua" in your scripts. wink.png Not sure what you need to do if you are a M$ user, but for *nix, it is always available.

  8. Yeah. I already tarball up prefabs, however it would be nice, and convenient, to have built in feature that does this for the developer. Rather than chasing files down and putting them into a package. Something like right clicking on the prefab and having an export option that grabs all the related material placing them into a package (zip).

  9. It would seem that the "mdl" runs backwards, but the "prefab" operates as expected. blink.png Anyway, once I removed the code that I mentioned above, everything works fine. Not sure how beta code slipped its way into this build. Perhaps I will "Verify Integrity" to make sure everything is above board.

  10. If the following two line are removed then it runs as expected:

     

    self.entity:SetCollisionType(Collision.Prop,true)
    self.entity:SetCollisionType(Collision.Character,false)
    

     

    When I first applied this to a zombie model, on a separate map, it ran backwards to attack, but "07-AI and Events.map" seems to work normally.

  11. This morning I started up a fresh "Advanced First-Person Shooter" project. After the "07-AI and Events.map" was loaded and then ran, immediately an error was generated:

     

    Script Error
    error in function 'SetCollisionType'.
    argument #3 is 'boolean'; '[no object]' expected.
    Line 90
    

     

    Is anyone else producing this error?

  12. If you are willing to share, what is the wrapper for Leadwerks? Aside from that Josh, I am really enjoying the Leadwerks Game Engine, despite the small issues. Since it runs well on Debian Jessie, then it will run well on SteamOS, which you are likely already aware of. wink.png

     

    In the Steam Store, Leadwerks still is still only offered for M$, is this deliberate, or and error on their part?

  13. You are correct in your understanding of the *buntu flavours. :) Personally, I am using Debian Jessie x86_64 and find some of the same issues that you are experiencing, but I live with them and work around them. Some of these issues have been addressed in the forums, so as long as you can use the software just try and work around them.

     

    It would seem that Leadwerks has a wrapper, it is not a ported over. Whether Wine, eOn, etc, I do not know and have not looked into, but it is Windows software. The wrapper may be helpful to know to trouble shoot some of the problems, or at least understand what is happening.

     

    This does not address how to "fix" the problems, but to let you know that one of your GNU/Linux brothers is experiencing it too. ;)

  14. Today I was looking around the Steam store and noticed that Leadwerks Game Engine is not listed as supporting GNU/Linux (SteamOS) anymore. Is this true, or an error on their part? If so, what is not making this wonderful game engine not support for this platform?

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