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Yue

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Everything posted by Yue

  1. Yue

    Pawn

    Simple hud energy
  2. Ok, Thanks You. context:DrawImage(hudPlayer,context:GetWidth()-128-15,context:GetHeight()-128,128,128)
  3. I'm trying to find the coordinates of the center of the screen to position an image on the lower right side, but this doesn't seem to work, starting with the image not being in the middle of the screen with the following code. context:DrawImage(hudPlayer, context:GetWidth()/2,context:GetHeight()/2,128,128) Any suggestions?
  4. Yue

    Pawn

    I've been thinking about your power indicator being your eyes. And I think I can get its surface and change its color, it's on that target. Prototype of carrying a box, today I have the brain working at 70%, is in the best days, I suppose that is the age, but it is that Leadwerks makes everything very easy and wonderful when you get to understand their way of working. Test Transport Box.mp4
  5. I have tested the model, but you need the texture of it for the moment to export it to leadwerks, create the material and automatically be assigned to the model.
  6. If it seems to work, I in full screen mode press the print key and I can capture the screen. But I'm pretty sure there was a time when that happened, and I don't have the slightest idea that
  7. To take pictures if you use Windows 10, use the Windows + G key. And do the screenshot.
  8. Okay, I think this might be a solution to increase anisotropic filtering.
  9. I don't really know what that might be, possibly the texture configuration?
  10. I tested here, created a simple model of a box, dragged the model with its texture And the materials were created automatically. The issue is not just dragging the model, but also its texture.
  11. You put all the textures, then at the top in the menu you put the following option. This creates materials for all textures. That's in the link I sent you about materials. I don't think it's much work.
  12. I think this might help. https://www.leadwerks.com/learn?page=Tutorials_Editor_Materials
  13. What you have to do, and what I understand is this. -You import the model to Leadwerks. -You create the materials from leadwerks with the texture for that material. (The same name of the material creating in the modeling program, example Blender) -This material is assigned to the different surfaces of the model. -Then when you update the import, those materials are already glued to the model.
  14. Here you can display the materials that have been assigned to the mesh.
  15. I don't know what textures are embedded (I use the translator), what happens is that when you are creating the model from the mesh modeling program, you assign a material to that mesh, therefore this material may or may not contain textures. In the import process you have to send everything, the mesh and the texture and so on the basis of that texture the material is created. Once inside leadwerks, you can open the texture to modify certain parameters. Translated with www.DeepL.com/Translator
  16. Inside the engine you create the materials, and assign them to the model, this automatically recognizes the coordinates of the model to apply the material with its textures. Edit: Remember that the material must have the same name as the one applied to the mesh modeler. So every time you import the template, these materials are applied to the template automatically.
  17. The biggest problem is, to put aside my perception of things and understand that it's just a game, as Johs mentioned, physics doesn't have to be real, it's just a game, but sometimes I have the craze that everything has to be as real as possible and this slows down the project, its goal of making a video game. So here I am again, asking for your help to be able to pass this challenge successfully. And my player already carries a box, in the head, of course an animation will be made to make it look better. Box.mp4 Now the thing is, I want to use a single key for the player to interact with the scenario, the boxes and other elements, but initially I have the key that kicks the boxes, the E key, and I would like to know if there is any way for this key to react to kick the box and at the same time take the box, and then leave it. I appreciate the suggestions. local cajaT = false function Script:Collision(entity, position, normal, speed) if cajaT == false then if entity:GetKeyValue("name") == "Caja" then entity:SetMass(0) entity:SetShape(nil) entity:SetKeyValue("name","TCaja") entity:SetRotation(self.entity:GetRotation(true)) entity:SetParent(self.entity) entity:SetPosition(0,12,0) cajaT = true end end end
  18. The engine really is great, it does 80% magic, the rest is 20% gameplay and create a game.
  19. Yue

    Kicking Boxes

    Unbelievable, if it works, the most horrible confusion is that first goes Force and then position. That's what the help says. Today I will be able to sleep peacefully. Thanks You!! function Script:UpdateWorld() local mundo = World:GetCurrent() local ventana = Window:GetCurrent() local pick = PickInfo() col = mundo:Pick(self.player:GetPosition(true), Vec3(self.entity:GetPosition(true).x, self.entity:GetPosition(true).y,self.entity:GetPosition(true).z),pick, 0, false ) local force = Vec3(0, 500, -10500) force = Transform:Vector(force, self.player, nil) if col then if pick.entity:GetKeyValue("name") == "Caja" then pick.entity:SetDamping(0,0) pick.entity:SetFriction(100,100) if ventana:KeyHit(Key.E ) then pick.entity:AddPointForce( force,pick.entity:GetPosition(true)) end end end end Ok..mp4
  20. Yue

    Kicking Boxes

    No work. function Script:UpdateWorld() local mundo = World:GetCurrent() local ventana = Window:GetCurrent() local pick = PickInfo() col = mundo:Pick(self.player:GetPosition(true), Vec3(self.entity:GetPosition(true).x, self.entity:GetPosition(true).y,self.entity:GetPosition(true).z),pick, 0, false ) local anglePlayer = self.player:GetRotation(true).y local xP = Math:Sin(anglePlayer) local zP = Math:Sin(anglePlayer) if col then if pick.entity:GetKeyValue("name") == "Caja" then pick.entity:SetDamping(0,0) pick.entity:SetFriction(100,100) if ventana:KeyHit(Key.E ) then pick.entity:AddPointForce( pick.entity:GetPosition(), Vec3(xP,0,zP), true) --pick.entity:AddForce(Vec3(0,0,1000),false) --pick.entity:SetOmega(Vec3(0,0,0)) end end end System:Print(xP)
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