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Everything posted by Nexerade
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Can't find tutorial on how to make weapon prefab.
Nexerade replied to Nexerade's topic in General Discussion
Well I figured it out already. And you still have a problem with links, somebody sent you screenshot in answear in another theme not long ago. -
Calculating normals does indeed help with darken things, but for some reason leadwerks doesn't have holes in circle things. It has only half of lower.
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Try to play with settings when exporting to .fbx
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Help, anyone?
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That's weird, because I flipped them in Model Editor by pressing "Flip Faces" and it didn't change anything. or at least it didn't show missing part. I am sureI did it, because I pressed Poly Mesh after I pressed every other thing. Now trying to find tutorial on how to make prefab weapons; I've seen tutorial on youtube year ago but can't find it now.
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Well basically all problem was in weights. I had 2 vertex groups with same name, and 1 of these groups was empty, so that's what caused problems. However there were no problems with normals or faces.
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But why though? I did it the same way I did slide and gun magazine. It should be exactly the same unless I exported it wrong.
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It didn't help, here is model I used in screenshots. m9_hands.tar
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So I've made mesh with arms and pistol, but for some reason there are no gunmainbody geometry, even though it's bone is here, cause it's 1 way higher than gunslide and gunmag. I thought maybe it's cause it's a parent to 2 childs, so I removed gunmag and still have same problem. That's how it looks in blender. Hm... I've pressed Physics->Poly Mesh and got this. Which means that mesh is still there? If imported in blender or milkshape - that vertex group is there and visible.
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Thank you, I have character.blend mesh with armature and keyframes, saved it as separated character_newanims.blend file only with new animations and mesh. Exported character_newanims.blend as fbx character_newanims.fbx with mesh and armature. Moved character_newanims.fbx to folder where in-game character.mdl is. (This created character_newanims.mdl) Opened character.mdl by double clicking it in leadwerks assets. Chosed File->Load animations, selected character_newanims.mdl. Well and then just extract animations. Thanks for help.
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So, I have a mesh with lots of animations and I forgot to make 1 animation. How can I add new animation from separated fbx file? Like, maybe save it with that 1 animation, without mesh but with same Armature or what; and after that, what shouldI do with it, how to link it? I've tried to export armature with some keyframes without mesh, but Leadwerks didn't see any keyframes. And I can't fnd any tutorial about it. Looks like these are obvious things, but I can't figure it out.
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Thank you very much. function Script:UpdatePhysics() leftleg:SetAnimationFrame(Time:GetCurrent()*speed,0.5,name) rightleg:SetAnimationFrame(Time:GetCurrent()*speed,0.5,name) Now it works.
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local leftleg local rightleg function Script:Start() leftleg=self.entity:FindChild("hip.l") rightleg=self.entity:FindChild("hip.r") end function Script:UpdatePhysics() leftleg:PlayAnimation("walk",0.02) rightleg:PlayAnimation("walk",0.02) end ^ doesn't work function Script:UpdatePhysics() self.entity:PlayAnimation("walk",0.02) end ^ work I also don't get any nil errors.
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I'm trying to import map as .fbx, it says Deleting material "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/Materials/Icons/directionallight.mat" Deleting shader "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/shaders/editor/sprite.shader" Deleting texture "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/Materials/Icons/directionallight.tex" Loading material "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/Materials/Icons/directionallight.mat"... Loading shader "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/shaders/editor/sprite.shader"... Loading texture "S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/Materials/Icons/directionallight.tex"... Converting "depth.fbx"... Input: S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/depth.fbx Output: S:/Users/Tianex/Documents/Leadwerks/Projects/DontForgetAboutNEWfiles/depth.mdl FBX: Initializing scene... FBX: File version: 7.4.0 FBX: Importing scene... FBX: found mesh: 10-0 Depths MDL: total leaf bones pruned: 4 MDL: total vertices: 110992, total faces: 69184 MDL: exporting as static mesh Conversion: success
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Popularity not the same as the technology. Minecraft has the most sells in the world, so, as you can see - all you need is idea.
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Mmm... will you share the code with us?..
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Just change player FOV to lower when aiming.
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Can someone give me new FPSPlayer.lua? NVM, I'll get it by myself. Nope standart FPSPlayer.lua didn't help, still have no idea what causes this. And I can't even know what fiels was changed by update.
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I'm on LUA. i7 6700k x8 4.4 GHz, R9 380 4 GB, 8 GB DDR4 RAM. All I ever modified was main.lua, FPSPlayer.lua and my own weapon_auto.lua scripts. If someone is gonna help me - I can send all this files.
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I have no idea what to do. I don't want to start all over again. Any way I can know change logs?
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Oh, actually I cannot compile my project. It says 1>s:\users\tianex\documents\leadwerks\projects\firstever_low\source\App.h(3): fatal error C1083: Can't open this file: Leadwerks.h: No such file or directory (..\..\Source\App.cpp) 1>s:\users\tianex\documents\leadwerks\projects\firstever_low\source\App.h(3): fatal error C1083: Can't open this file: Leadwerks.h: No such file or directory (..\..\Source\main.cpp) Ok, I'd compiled it as Win32 project, not 64 and it's compiled. but still - cannot launch it. It makes 120 kb zombieproccess.
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When I'm trying to start Leadwerks.exe from folder it says "Can't initialize program. Please start Steam."
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After update I have this issue again. But now I can't even start it as administrator. I can open editor and edit things, but cannot press F6 or start from .exe. I even recompiled project. This operations just make MyGame.exe processes that are 120-128 kb. And I cannot kill them. When launching it - editors says "executing "Path to exe" and no-responding.
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I have some weird thing with it. Sometimes I have black box that cuts draw distance - it's alright, but sometimes I have this: As you can see after the barrel in left side of screen - it's not just black cut-off. Why?
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