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Posts posted by tipforeveryone
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When bullet hits wall a sound source will be created and play.
soundSource:SetSound(sound.bullethit) soundSource:SetVolume(10) soundSource:SetRange(15) soundSource:SetPosition(self.bulletPickInfo.position)
It is ok when I stay near the impact position but if it is far from me, the sound is delayed then played when I get in range.
How can I fix this bug ?- 1
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I'm using Beta 4.6. I remember that there was an update which affects fbx files recently
I exported a fbx model from blender to my game. with these settings
After importing to LE, I can't choose model by clicking on it, choosing from Scene tab is the only way
There is no picking on the model too (I checked material with Pick Mode = true), world:Pick from my gun can not interact with the model
There is no red color when model was selected as usual
I attached this imported model here for you guys to check out
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I made this today I wish I can put a video after that.
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13 hours ago, Josh said:
Any idea when we might see an early access release on Steam/
Still many things to be done I am developing AI of my game, but I hope it will be soon on Steam
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I had this problem once
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1 minute ago, Josh said:
Doesn't work?
I pointed my domain 5 hours ago. You can try Ctrl + F5 to reload or use this link http://www.cscdvmp.com (added "www")
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Today I finish the website for my game, sorry for not being in English. I think its interface will be improved later.
Please give me any advice or suggestion. Thanks!
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Amazing, I want to "embed" those birds into my game too : )) you had a lovely way to do it. Let see if I can make it better, muhahaha.
I love to see one day our workshop is full of user created content with high quality like this!- 1
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Somehow I think about using Decal to simulate shadow mapping, so silly I know
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I experienced this once, you can try one of methods below
- On steam client > Menu Views > Settings > Goto Downloads (on the left) > CLEAR DOWNLOAD CACHE > Re login steam client
- Remove Leadwerks and reinstall it
- Reinstal VC Redist package
Hope this helps
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Which VC Redist should I pack in my setup
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I published my game and send to my friends, they are all receive notification about OpenAL.dll.
Is there anyway to install my standalone game without instal OpenAL manually
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Wow what a long code content haha, this may make this topic really hard to read, can you attach a text file instead ?
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This is what I made today with you guys's suggestion, It looks quite right. What do you think ?
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Thanks, I will give this a try
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I made my smoke using particles too, it looks great but im not satisfied after watching the video, sothat I ask for ideas to how to create the same one as video.
This smoke is so different
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Hi everyone,
I found this video on youtube, do you see the smoke effect when bullet hit ground, it looks awesome.
Anyone has any idea how to make one ? -
5 minutes ago, Thirsty Panther said:
Couldn't you just use a table for your data storage?
yes, I am using table, but in the future my game data will be much more complex . therefore I need a database, this helps me easier to manage data too
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Thanks, but I mean How to use database in Leadwerks just dont know where to start. I have bunch of weapons and want to store their parameters (rate of fire, model path ...) to a database, any kind of database.
Talking about CSV files, how can I use them ?
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I found this topic
But is there any detail tutorial (step by step) which show me how to use Database ? Thanks
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2 minutes ago, Genebris said:
How many bones does it have? That's probably very expensive, animated models have a big performance impact in Leadwerks.
there are only 16 bones, It still can be reduced but I think it is ok. my frame per second is acceptable
Importing fbx gets weird after scaling import update
in Leadwerks Engine Bug Reports
Posted
Collapsing the chair works, and I understand the problem of triangle size.
I tried to scale up model 10 times in blender then export to fbx with scale setting = 1 then it worked too. But the model in editor was too big (bigger than a building) then I must resize in Model Editor, it is so annoying if there are many models. By the way, I can't collapse a character model because all bone will be wiped out.
The problem is I no longer use real life unit in blender (Metric) to export to LE like 4.5 (without blender export plugin).
With 4.5, 100 cm in blender means 100cm in LE and objects are still pickable, not in 4.6 new import feature
Ah, and with this unpickable chair, even without collapsing, physic shape still works when mass > 0 and Collision.Prop. It just can not be picked.