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Everything posted by ErhanK
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Hi, I love doing hammer style mapping. I know we can edit the vertex, but if there was a clipping tool, I think it would be very useful in situations like the ones in the picture. This is a feature I've been wanting ever since Leadwerks. I hope such a feature comes.
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I wouldn't miss something like this, trust me. I will try again and try to provide you with more detailed information.
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By the way, the program does not seem to render the black color. When I run the game, the program stops responding. No matter how long I wait, it stays that way.
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Hi, I will try again.. After building, I started it from the editor and start.map was open. This is my new computer. I freshly installed the 0.9.5 version and created a project for the first time. It was not a project I had worked on before. However, when I created a fresh project, the project manager informed me to upgrade the project.
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Version 0.9.5(Steam) - Build 655
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I started a project and built it as both debug and release. Either way, the game hangs on a black screen at the start map. Windows 11 Pro 64-bit (10.0, Build 22631) 13th Gen Intel(R) Core(TM) i7-13700H (20 CPUs), ~2.4GHz NVIDIA GeForce RTX 4060 Laptop GPU 32GB RAM
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Great news. I can't wait for the particle and decal system.
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Thank you but none of those 3d assets are not made by me yet. I decompile and use them temporarily for speed prototyping. They coming from cry of fear, stalker and doom 3 (enemies not seen in video). My models are still under development but it will work fine. All of these motions are animated included iron sight. Btw i have to say something here. The rifle scope seen in white, it's actually rendered by scope camera to texture and it's works fine in engine but, when i'm publish the game it's doesn't work.
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It's very helpful thank you. I might be find way by this?
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I'm just trying to make automatic ragdoll but if a bone is just a point you right. it will doesn't make sense. I thought it might have a beginning and an end like in a blender.
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Ah i forgot to say something thank you I'm using this method but what about a single bone or an end-hierarchy bone?
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Hi. Is there any way to get a bone length in a model?
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What if i want to render extra 3rd person character mesh that is casts only own shadows and it's not visible by main FPS camera? How i can make it?
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I'm trying to get it line by line with stop delimeter. I don't know if it exist in Stream class but simply i'm trying this.. ifstream myfile(filename); if(myfile.is_open()) { string item; string name; string type; while(!myfile.eof()) { getline(myfile,item,'|'); getline(myfile,name,'|'); while(getline(myfile,type,'|')) { cout<<type<<endl; } getline(myfile,type,'\n'); } myfile.close(); } Maybe i can do some extraction after stream->ReadLine()
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Hi. When i'm add the fstream header to my project, i'm getting this error : 'EOF': undeclared identifier. It's happens only in leadwerk project. Why is it? I'm trying to parse a custom file like this code: entityDef weapon_shotgun { "weapon_name" "weapon_shotgun" "def_projectile" "projectile_bullet_shotgun" "ammoType" "ammo_shells" "ammoRequired" "1" "clipSize" "8" "mtr_flashShader" "muzzleflash" } so i can generate my entities from it.
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you really must do
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So i need this : if (PickInfo.entity->GetKeyValue("GameObjectType") == "NpcBase") { //NPC_Base is my custom actor NPC_Base* tmp = dynamic_cast<NPC_Base*>(PickInfo.entity->GetActor()); tmp->DoSomething(); } and thank you so much :)
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I want to call the custom function in a c++ class ... I have one more question. I don't know which is better. I've created a custom actor class. This class creates an entity within itself and attaches itself to it. Should I use this, or should I create an entity, also create a custom actor and then assign that actor to that entity? I gave an example below. //Header class EnemyBaseActor : public Actor { public: EnemyBaseActor(); }; //CPP EnemyBaseActor::EnemyBaseActor(){ this->entity = Model::Load("Models/Zombie.mdl"); this->entity->SetActor(this); } OR // In the main ex. Entity* myEntity = Model::Load("Models/Zombie.mdl"); Actor* zombieActor = new EnemyBaseActor(); //My custom actor. myEntity->SetActor(zombieActor); //zombieActor->Release(); // It's doesn't work. So i didn'n write it. it works in two ways, but which one is right?