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Yue

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Everything posted by Yue

  1. If so, that package includes the Editor directory, things like the map editor icons and other elements like development textures. On the other hand if you create manually, having the professional leadwerks version, you save a lot of space in the final package, you can also create individual packages of each directory. I think that possibly some time ago, that option works correctly.
  2. The engine sends the package everything even if it is not being used in a scene. For example the water textures and their respective shaders. I also think that some libraries depending on the operating system are not necessary, for example virtual reality, but undoubtedly is hooked to the environment.
  3. It seems that the editor to distribute the game does not work properly. You have an option to mark that creates the package only with the resources you use, but it seems to send everything to the same package. So I have rebuilt my own package manually with a password and I have a much smaller zip file. Download Test Pawn Test Publish Manual.zip
  4. The variable es radius. ( Script.radius ) T The edges of the panel are not rounded.
  5. This is crazy, when I try to pass to English what I want to express in Spanish. If evidently it is SetFloat. With SetFloat, I can take variables from widgets, and change certain values before variables. But it certainly doesn't work. on Panel.
  6. Okay, if I misspelled here, but it still doesn't work. myPanel:SetBool("radius",9") -- Not Workd. myButton:SetBool("radius,9) -- Yes Work. myPanel:SetFloat("radius",9") -- Not Workd. myButton:SetFloat("radius,9) -- Yes Work.
  7. myPanel:SetString("radius",9") -- Not Workd. myButton:SetString("radius,9) -- Yes Work. The only way it works is to modify the values directly in the lua panel file. function Script:Draw(x,y,width,height) local gui = self.widget:GetGUI() local pos = self.widget:GetPosition(true) local sz = self.widget:GetSize(true) local scale = self.widget:GetGUI():GetScale() if self.widget:GetParent()==nil then gui:SetColor(0,0,0,0) gui:Clear() end gui:SetColor(self.backgroundcolor.r,self.backgroundcolor.g,self.backgroundcolor.b,self.backgroundcolor.a) --gui:SetColor(self.color.background.r,self.color.background.g,self.color.background.b,self.color.background.a) gui:DrawRect(pos.x,pos.y,sz.width,sz.height,0,4.5) --self.radius <<<<<<<<<<<<<<<<<<<<<<<< --Draw image if present local image = self.widget:GetImage() if image~=nil then local imgsz = image:GetSize() imgsz.x = imgsz.x * scale imgsz.y = imgsz.y * scale gui:SetColor(self.color.foreground.r,self.color.foreground.g,self.color.foreground.b,self.color.foreground.a) --gui:DrawImage(image,pos.x+(sz.x-imgsz.x)/2,pos.y+(sz.y-imgsz.y)/2,imgsz.x,imgsz.y) gui:DrawImage(image,pos.x,pos.y,sz.x,sz.y) end --Draw border --if self.border then gui:SetColor(self.color.border.r,self.color.border.g,self.color.border.b,self.color.border.a) --gui:SetColor(0,1,0,1) gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1,4.5) --self.radius <<<<<<<<<<<<<<<<<<<<<<< --end --gui:SetColor(1,0,0) --gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1) --gui:DrawRect(pos.x+self.indent/2*scale,pos.y+self.indent/2*scale,sz.width-self.indent*scale,sz.height-self.indent*scale,1) --gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1) end
  8. Ok, I thought it was a problem, you can solve it by putting near the fire trees that are not part of the vegetation system. Although I was thinking of the headlights of a car on a road in the middle of the forest, but I suppose I can survive without that.
  9. --################################################ --## Proyecto : Pawn. --## Sitio Web : https://www.iris3dgames.xyz --## Fichero : Main.lua --## Scripter : Yue Rexie. --################################################ --## Notas : Fichero principal de entrada --## al programa en Script Lua. --################################################ --## Class. import "Scripts/Class/App.lua" import "Scripts/Class/Menu.lua" --## New Object App. local myApp = App:New("Pawn 0.0 | Alpha") myApp:InitGraphics(800,600) myApp:LoadMap("start") --## New Object Menu. local myMenu = Menu:New() myMenu:CreateGUI() while myApp:Exit() == false do myApp:UpdateWorld() end The question is, those objects are removed on their own at the end of the program?
  10. Here? https://github.com/ValveSoftware/openvr/releases
  11. Also for the decal system.
  12. World:GetCurrent():FindEntity ("generic"): Hide () I tested this on 4.6 from a script file, and it worked correctly.
  13. I don't think you can move forward unless you indicate a jump spot to move. It's like marking the position and then appearing in that place. I don't know about that technology, but it seems that it's up to a command to establish that position.
  14. No matter what values you enter, the blue mesh does not appear.
  15. I'd like Environment Probes to have the climber as well as the brush. To correctly manipulate the space they occupy.
  16. I think it has to do with the rotation axes when exporting the fbx, I think it is necessary to verify in which rotation angle it is exported. Another thing is to try with the old leadwerks import tool that is in the tools directory.
  17. The only light that produces shadows, is the directional light in a land with vegetation.
  18. There was a change in the model importer, and the problem is that the model is exported from milkshape without normals, so the most practical solution is to use the oldest tool, which is within the directory of leadwerks tools. I don't really know if we will have thought about solving it, but I think that with the old tool it goes very well.
  19. Spotlight does not cast shadow on the vegetation of a terrain. Any suggestions? it only casts shadow with directional light.
  20. An example of how this type of data is used.
  21. Yue

    Terrain LE

    Post number 1000!
  22. Yue

    Terrain LE

    I like this one a lot..
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