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NaGo

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Posts posted by NaGo

  1. #Paul Thomas:

    Here by done. But if you read the last reply, it's hard for me to know the exact info.

     

     

    #Aggror:

    I'm sorry I didn't include that command in the code above.

    I have already added that command, with no help what so ever.

     

    And... I have already seen all of your videoes, and they are Very informative( And I love your accent<3 )

     

    I'll continue messing around with it.

  2. Well, Josh.

     

    We have never really had a "relationship" on the Cyperspace level, but I have a few nicks he might have used.

     

    Woda, WodaWaist, Wowoda, Wildthings, Wilds, WodaWild.

     

    Email is probably @gmail.com. (Not sure, tho)

     

     

    I'm sorry for the limited information. :)

  3. Hello Forum <3

     

    I have a small test scene made in the editor.

    Then a model modelled in 3Ds Max(A house with a door and 3 windows-"Very basic"), and assigned a physics file using PhyGen (Collision Tree).

     

    Whenever I load the model using the editor Or Lua Script editor, it won't collide with any of the other physics bodies.

     

    Well. The 2 boxes collide with eachother, and my scene of course - but Not the model itself.

     

     

    --x1
    box1Body = CreateBodyBox(1,1,1)
    box1 = CreateCube()
    box1:SetParent(box1Body)
    box1Body:SetPosition(Vec3(0,12,0))
    box1Body:SetMass(5)
    
    
    --x2
    box2Body = CreateBodyBox(1,1,1)
    box2 = CreateCube()
    box2:SetParent(box2Body)
    box2Body:SetPosition(Vec3(0.3,24,0))
    box2Body:SetMass(5)
    
    
    
    hus = LoadModel("abstract::lua_hus01.gmf")                          - Tried LoadMesh too, same thing.
    husBody = LoadBody("abstract::lua_hus01.phy",hus)               - (Path, Parent)
    hus:SetPosition(Vec3(3,0,0))
    hus:SetScale(Vec3(0.2,0.2,0.2))
    husBody:SetScale(Vec3(0.2,0.2,0.2))
    husBody:SetPosition(Vec3(3,0,0))
    husBody:SetMass(5)
    
    
    --Collision Types
    box1Body:SetCollisionType(1)
    box2Body:SetCollisionType(1)
    husBody:SetCollisionType(1)                                                - Changed this value to several other numbers, including "hus" - Just to try.
    
    
    grund = LoadScene("abstract::slope.sbx")
    grund:SetPosition(Vec3(0,-.5,0))
    grund:SetScale(Vec3(2,2,2))
    

     

    Hope it makes sence :)

  4. Thank you very much for your answers.

     

    And thank you Macklebee and Josh, I't warms my heart :)

     

    #Josh:

    I'm unfortunaly afraid that's a no-go :(

     

    I spoke to my uncle an hour ago, and he believes that my cousin recieved the engine as a gift (Not sure if birthday / christmas present).

    From the editor.log I can see that it's "Leadwerks Engine 2.3" - But thats about as much as I can get :(

     

    His name was Patrick Lemdahl.

    Mothers name: Jane, and father: John.

     

     

    Thanks for your concerns. You guys are great. :blink:

  5. Thanks for your answers. I will definantly look into it when I have build a very basic engine.

     

    I'm almost done with a lil' character of mine, and when the modeling is done, i'll move on to cut it into parts (Body, head, RightLeg, LeftHand, etc, etc).

     

    I'm not very familiar with C++(YET) - But I'm a Very fast learner.

     

    Pseudo Code:

     

    If object (limb) Player, Head = HitByABigGun

    Then Load object "Head-Shot.gmf", HS

    Position Object HS, Object Position X(Player), Object Position Y(Player), Object Position Z(Player)

    Rotate Object HS, Object pos............................................................................................

    Hide bone/limb Head.

     

    Assign ragdoll mechanism TO HS /

    Or maybe.. Just add standart physics / collision to the object, and maybe a force :)

     

     

    Weird code.. I know...

  6. Hello peeps :)

     

    This may be irelevant, bit my cousin deceased a few weeks ago, and left me his workstation. :(

     

    I have been a 3D modeler for quite some years now, and a week ago I went into Dark Basic programming.

     

    However, when I got his rig set up on my office, I discovered that this Leadwerks engine was installed on his machine ( He has been a game developer for years ) - And well.. I made a little search, and found this community :D

     

    Now, my question is as follows: In Dark basic, I am able to program my projects to, let's say - Shoot off an enemy's head. By loading a new object when the raycast is made, hide the old object/LIMB, place it at the same spot, and thats pretty much it. ( Even assign a ragdoll to the enemy while dead ) - Using a wrapped newton physics engine.

     

    # Is this "feature" possible with this SDK, by coding it in C++?

     

    I see the engine has lot's of potentiale.

     

    Thanks for your time :)

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