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Posts posted by tipforeveryone
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Thank you, how about transparent ... It looks like diffuse+normal+specular+env+alphamask
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what is wrong? Any idea ?
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You must use Bone to animate, and Leadwerks will export animation
This means: If you want to export a rotated box, add a bone, parent the box to that bone, animate it.
Hope this help.
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Below code was attached to a Pivot
function Script:Start() self.box1 = Model:Box(0.2,0.2,0.2) self.box1:SetPosition(self.entity:GetPosition()) self.box2 = Model:Box(0.2,0.2,0.2) self.box2:SetPosition(self.entity:GetPosition() + Vec3(0.5,0,0)) end function Script:UpdateWorld() if window:KeyHit(Key.F2) then local pos = self.box1:GetPosition() local joint = Joint:Ball(pos.x,pos.y,pos.z,self.box2,self.box1) joint:SetLimits(10,10) joint:EnableLimits() self.box2:SetMass(1) self.box2:AddForce(100,100,100) end end
It works for Joint:Hinge(), I can not set minimum cone angle and twist angle for Joint:Ball anymore.
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in start: self.child = self.entity:FindChild("Bone")
Bone = top bone in the heirarchy
In your Update loop:
self.entity:SetPosition(self.child:GetPosition(true))
Thank you SGB for your explanation, this works
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Found my project, just move the skin with the torso like each loop:
self.skin:SetPosition(self.torso:GetPosition()) --keep AABB inplace.
I don't get it My character skin still disappears.
Is that "self.torso" a bone ?
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I thought we had avoidance with pathfinding before?
I don't know I did not see any post before, can you show me please?
You can try getting vector between AI and player and then add a bit of force to the normal.
I think a small force will help him get around your collider quicker.
Good idea, but I want this AI avoid me completely like this
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I use Entity:GotoPoint() on my AI character. It moves perfectly from point A to point B
If my player controller stands between A and B, this AI character will push it.
If I set my character mass greater than AI's , AI character will be stuck a bit and take time to "slowly" move around my cylinder physic shape.
How can I make my AI move around my player character properly when using GotoPoint ? I need him to avoid my player character's position.
I am sure that I can't use world:BuildNavMesh() every frame for this kind of pathfinding...
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Yes, it was fixed, thank you
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They can get closer to the wall than the navmesh shows. The navmesh represents their center, not their outer bounds.
I figured that out too, but I need my AI character to be closed to the wall as much as posible. A cover system which AI can put his back on the wall while sneaking or covering.
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It is sad to know that, I hope Leadwerks has an editable Navmesh system in the future...
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Hope this help
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Total agree, sometime I check out Leadwerks forums on steam and see many questions from that community but I am too lazy to get in there everyday.
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CSG is the best for:
- Wall, floor, ceiling, moving platforms, doors or anything blocks out player's navigation.
- Some primitive objects which we are too lazy to create in 3D application.
- You can apply, scale material on CSG Brushes without paying attention to UV Mapping.
- Make trigger box for player.
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I love linux too but I switched back to windows
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Keep up the good work !!
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What a pity, it should be a really valuable function..
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I wonder why camera:Set/GetHDRMode is not listed in Library ?
I have made some test for this function but see not much diffirent between SetHDRMode(true) and SetHDRMode(false)
How can I use this function properly ?
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Thank you guys.
Finally solved this problem, I neutralized all window:KeyKit in all script files then rewrite functions to execute my needs
There should be only one window:KeyHit in a whole game and placed in character controller script.
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the only thing I can think of is how maybe you are setting the value for self.room? How is that variable being set via the different rooms' triggers? If you have multiple triggers with scripts, are all the triggers' scripts checking the state of H's KeyHit? If so, that may cause problems.
You are right, my "if window:KeyHit" was placed in many script, I will make more research to solve this thanks for your advices
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Those curves look gorgeous Jorn !!
transparent.shader with environment cubemap
in Programming
Posted
I want to create a pane of glass. The default transparent.shader is so good, but I want to add some glossy and environment cuble like diffuse+normal+specular+env one.
Please help