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Everything posted by Yue
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:D
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Upgrade to version 4.6, the same model scales it from 1 to 0.1 in all its respective axes, however it still does not work.
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If perfect, I have understood it by force, try after try, a spring, the same happens with certain words, for example Handle tells me that it is a green tropical fruit. I suppose everything would be easier if he spoke English, but I think that with the persistence I already have a car system that I imagined impossible before, and it all started with your suggestion of springs, sliding joints and hinge joints. Translated with www.DeepL.com/Translator
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Thank you, the truth is that the translator is often a real problem. Spring to Spanish equals "Primavera" "Primavera" in Spanish I understand is a time of year, along with winter, fall and summer. That's why I think the best way is to make the videos.
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Okay, here's the model in question. Chassis.fbx
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Here video.
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I'm telling you that if he didn't activate the engine, he's still bouncing the tires a lot, even if he puts a value of 1 in the spring. I'm going to make a video to explain it better, the thing is that the translator doesn't help me much.
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I'm going to go down to 4.5 and make a video of importing the same model.
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I want to note that the model is imported correctly in leadwerks 4.5.
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Ok, here video.
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I'm going to upgrade back to version 4.6, and make a video and put it here.
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Ok, no problem.
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How can I avoid this behavior? Script Lua. Script.rueda = nil --entity "Rueda" Script.chassis = nil --entity "Chassis" function Script:Start() self.posAmortiguador = self.entity:GetPosition() self.Amortiguador = Joint:Slider(self.posAmortiguador.x, self.posAmortiguador.y, self.posAmortiguador.z, 0,1,0, self.entity, self.chassis) self.Amortiguador:SetSpring(200 ) self.Amortiguador:EnableLimits() self.Amortiguador:SetLimits( 0, 0.01) self.Amortiguador:EnableMotor() self.Amortiguador:SetTargetAngle(0) self.posMotor = self.rueda:GetPosition() self.Motor = Joint:Hinge( self.posMotor.x, self.posMotor.y, self.posMotor.z, 0, 0, 1, self.rueda, self.entity ) self.Motor:DisableLimits() self.rueda:SetPickMode( 0 ) self.entity:SetPickMode( 0 ) self.rueda:SetFriction(1, 1 ) end local vel = 0 function Script:UpdateWorld() self.Motor:DisableMotor() if window:KeyDown(Key.W) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() - 100 ) if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.S) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() + 100 ) if vel <=500 then vel = vel + 10 end end self.Motor:SetMotorSpeed( vel ) end
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I tried to import a model, but it doesn't matter, I'm already back in 4.5, the error was that only one pivot was imported and the model was not visible in the model viewer in 4.6
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The model importer in Leadwerks is broken, I have to go back to 4.5 to import my fbx model correctly.
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I'm telling you that nothing is perfect, I've made some progress but I'm a long way from being a game, it's just a riddle to solve. The new problem is a mistake that happens when the vehicle falls from the top, the suspensions behave incorrectly. I welcome any suggestions. Script Wheel.lua Script.rueda = nil --entity "Rueda" Script.chassis = nil --entity "Chassis" function Script:Start() self.posAmortiguador = self.entity:GetPosition() self.Amortiguador = Joint:Slider(self.posAmortiguador.x, self.posAmortiguador.y, self.posAmortiguador.z, 0,1,0, self.entity, self.chassis) self.Amortiguador:SetSpring(200 ) self.Amortiguador:EnableLimits() self.Amortiguador:SetLimits( 0, 0.01) self.Amortiguador:EnableMotor() self.posMotor = self.rueda:GetPosition() self.Motor = Joint:Hinge( self.posMotor.x, self.posMotor.y, self.posMotor.z, 0, 0, 1, self.rueda, self.entity ) self.Motor:DisableLimits() self.rueda:SetPickMode( 0 ) self.entity:SetPickMode( 0 ) self.rueda:SetFriction(5, 5 ) end local vel = 0 function Script:UpdateWorld() self.Motor:DisableMotor() if window:KeyDown(Key.W) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() - 100 ) if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.S) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() + 100 ) if vel <=500 then vel = vel + 10 end end self.Motor:SetMotorSpeed( vel ) end
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VR: Map changing fails in when VR Enabled
Yue replied to reepblue's topic in Leadwerks Engine Bug Reports
Something that really impresses me. -
VR: Map changing fails in when VR Enabled
Yue replied to reepblue's topic in Leadwerks Engine Bug Reports
That little box, is it a cpu? -
When you know nothing and have to learn by brute force, trial and error, I don't like to copy other people's things, I like to try to understand things, and in a certain way when I can't learn something to decline and stop insisting. But this struggle, even though it goes on alone, today I have learned something new. Only one wheel moved because it had to declare the variable as Self.Wheel = Joint:Hinge. In this case all the tires move with the same script and climb the slope without problems. Translated with www.DeepL.com/Translator
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https://youtu.be/xKO3Uk-ivQk
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I have discovered something, the previous script is assigned to all the tires, I would expect it to work correctly, for example when I put self.pull:Hide(), the four wheels disappear, this seems to be fine, because the script is assigned to four elements that are the tires, however if I put if window:KeyDown(Key.Up) then engine:SetAngle( engine:GetAngle() - 100 ) if vel <= 200 then vel = vel + 10 end end Only one tire gets the strength to move the vehicle, any suggestions please? Translated with www.DeepL.com/Translator
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My car still can't climb slopes. Any suggestions? I have the following script assigned to each tire of the vehicle, I think from my logic it should work. But it doesn't work. -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor local vel = 0 function Script:Start() --[[ --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.chassis, self.entity ) --suspension:EnableLimits() --suspension:SetLimits(-0.01,-0.05 ) suspension:SetSpring(200) suspension:EnableMotor() suspension:SetTargetAngle(0) suspension:SetMotorSpeed(1) suspension:SetStrength(100) ]] --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.chassis ) motor:DisableLimits() --self.llanta:SetFriction(10, 10 ) motor:SetTargetAngle(0) end function Script:UpdateWorld() if window:KeyDown(Key.Up) then motor:SetAngle( motor:GetAngle() + 100 ) motor:EnableMotor() vel = vel + 10 end if window:KeyDown(Key.Space) then motor:DisableMotor() vel = 0 end if window:KeyDown(Key.Down) then motor:SetAngle( motor:GetAngle() - 100 ) motor:EnableMotor() vel = vel -10 end motor:SetMotorSpeed( vel ) end
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Monster truck & speed car demo - nice Physics LE4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
It's unfortunate, this doesn't work for me, it doesn't go up the inclined ramp. -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor local vel = 0 function Script:Start() --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.entity, self.chassis ) --suspension:EnableLimits() --suspension:SetLimits(-0.01,-0.05 ) suspension:SetSpring(200) --suspension:EnableMotor() --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.entity ) motor:DisableLimits() self.llanta:SetFriction(10, 10 ) end function Script:UpdateWorld() motor:SetAngle( motor:GetAngle() - 100 ) vel = vel + 100 motor:EnableMotor() motor:SetMotorSpeed( vel ) end