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xtreampb

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Posts posted by xtreampb

  1. I'm hoping that this is just a temporary fix for users wanting networking until proper time can be given to a true networking class that LE provides independent from distribution platform.

  2. From what I can tell, as long as you don't call any steam commands or constructors to initialize steam, then the end users shouldn't notice a difference. If the steam effects (overlay for example) can be disabled then the only thing that is impacted is the exe size as the library is statically liked to the LE Library. Is this correct or am I missing something?

  3. So I know you are integrating leadwerks with steam. I downloaded leadwerks installer 3.1 and ran it.

     

    I had my steam open and saw that when i started leadwerks 3.1 stand alone (not ran from steam), steam said i was in a game called space wars. I believe that is the default when you integrate steam. This probably should get looked at. When I exited Leadwerks 3.1 SA, I my steam profile exited the game. I don't even have a game called Space Wars so yea.

     

    post-2211-0-72224500-1396838196_thumb.jpg

  4. Thanks a lot shad. I understand that flow a lot better for some reason. This displays what my main camera is looking at. What i'm wanting is a way to draw a second camrea view on the same window, not a duplicate of my current camera. How do i change which camera i pull my image from. Would i create a second camera, disable my first, enable the buffer, render, disable camera, enable main camera, switch context, get material, render. Is that more or less the proper procedure?

  5. So lets say i wanted to do a racing game and have a 'rear view mirror' on the screen. I would use a second camera right. So how would I display the image over the first.

     

    Also Lets say i wanted to put 2 views side by side. A top down and a 3d perspective, similar to the editor. How do I display the multiple views?

     

    This can be either LE 2.5 or 3.x

     

    Thanks in advance

     

    ~Xtreampb~

  6. in your script for the motor, in the start function, self.entity:setParent(--[[entity for your boat]]--). this is eaiser to do in the editor. in the scene tab, click and drag your motor on top of your boat, you should see a plus or minus icon appear to the left of your boat and the motor is now offset and directly below your boat. It is now parented, congratulations.

  7. @bandrewk

    I did this exact same thing with a copy of the model. It seems like it is looking for an animation shader. Is this right?

     

    also if leadwerks doesn't support multiple animations, then how does it differentiate between animaiton sequences. The animation manager doesn't use animation frame locations like LE 2.x did.

  8. ok so i'm using fragmotion. I got 15 different animations. I export as fbx and import it into LE. I see the model in LE and i have this as my script. I just want to make sure i'm doing this right.

     

    import "Scripts/AnimationManager.lua"
    
    
    function Script:Start()
    
    self.animationmanager=AnimationManager:Create(self.entity)
    self.animationmanager:SetAnimationSequence(1,.02)
    
    end
    
    
    
    function Script:Draw()
    
    self.animationmanager:Update()
    
    end
    

     

    I don't see the first or second or any animations. Am i doing this right cassius, or am i missing a step in my export/save process?

  9. noticed that when i was re-importing models (fbx to be specific) it was duplicating them in the asset browser, not overwriting them. Delete the model in the asset browser, deleted fbx model in fragMotion save dialog in prep to export. Pressed export and was alerted that the model name already existed (even though I just deleted it). Checked on LE to ensure nothing was there keeping the model loaded some how, even though it uses a different format. LE stopped responding. It all happened so fast. I need to record everything i'm doing.

     

    Hope this helps. I'll start recording for ya'll.

     

    thanks for an awesome product josh and the entire leadwerks team.

     

    ~Xtreampb~

  10. if the maps are prefabs then I don't see why you can't do that however, you might get a large frame drop when the engine suddenly needs to render a new, large, prefab. An option that just popped in my head, do a distance calculation and when smaller prefabs are a certain distance from the player, they are no longer hidden.

  11. So I closed my LE at 7:50 PM EST b/c my asset browser wasn't changing when changing maps stored under different projects. I noticed that it updated, presumably for the workshop sharing update, and now the grid lines are gone. Some of the wire frame looks funky. See attached:

     

    post-2211-0-96400500-1395359885_thumb.jpg

     

    running win 8.1 LE 3.1 indie edition beta from steam.

  12. i take aggror's thought and apply it to the animations of the entities of everything you want to slow down. So instead of it taking the normal (timescale==1) it would take twice as long (timescale==.5). the second arg in the animation manager is speed, default of 1. So i would pass the timescale variable of those you want to slow down. Their animations take twice as long, they move half as fast. Make sure to update your algorithms that do the moving of the entities, not just the animations.

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