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Leon

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Posts posted by Leon

  1. I get my animated characters from dexsoft and ateria3d.I load them into the model editor and set all the sequences I need and check that they work. The in my code ( c++) I specify the sequence number then play the animation.Its much simpler than in le 2.

    EDIT: I am really puzzled at the problems people get, but maybe you are trying something more complex than that.

     

    right..but waht I dont know is HOW to specify the sequence number for the animation to play and how to attach that animatio to a specific event

  2. I thinnk would be nice to have a complete workflow pipeline o how to import animated character, give them the right animation and tell them when that animation must be played...

     

    I ask for that due I have some animated models from mixamo (fbx) and imported them into leadwerks but :

     

    1: textures are gone and models show black and yellow

    2: I can see animation in model editor but when I place the model into the scene it dont move

    3: I dont know how I must do to make that model with step animation when move, run animation when running , idel aniamtion when is "idle", death animation when die and so on...

     

     

    plus I have several animations I bought in he past associate to a character and I dont know how I can "export " that animaton and import it into anothercharacter....

     

     

    I think we need more documetation...

    I know Josh is making a great work but I think he needs some help to produce basic documentation (apart general leadwerks guide ) for specific tasks like that...

     

    Noobs (like m LOL) need help

     

    if is there a guideline to follow anyone can experiment himself... but if we dont know how to start all becaome more only frustrating...

     

    obviously IMHO...

  3. I dont have any loadweapon script--

     

    In your tutorial I didnt see any loadweapon script

     

    if you are referring to fpsplayer script that contain the weaponscript...i didnt touch anything..

     

     

    this...

     

    --Load the default weapon, if one is set

    if self.weaponfile~="" then

    local entity = Prefab:Load(self.weaponfile)

    if entity~=nil then

    if entity.script~=nil then

    entity.script.player = self

    self.weapon = entity.script

    self.weapon.entity:SetParent(self.camera)

    self.weapon.entity:SetRotation(0,0,0)

    if self.weapon.offset~=nil then

    self.weapon.entity:SetPosition(self.weapon.offset)

    else

    self.weapon.entity:SetPosition(0,0,0)

    end

    end

    end

    end

  4. Hi I'm following Ricky Weapon pickup tutorial

    https://www.youtube.com/watch?v=VWBGtJ7NQ4Y

     

    but after I attached the script to my weapon I have an error on line 30

    that says

     

     

    Script.entered = false

    Script.exited = false

    Script.hadCollision = false

     

    Script.vModel = "" --path

     

    function Script:UpdatePhysics()

    if self.entered then

    if self.hadCollision == false then

    if self.exited == false then

    self.exited = true

    self.component:CallOutputs("TriggerExit")

    self.entered = false

    end

    end

    end

     

    self.hadCollision = false

    end

     

    function Script:Collision(entity, position, normal, speed)

    self.hadCollision = true

     

    self.component:CallOutputs("OnCollide")

     

    if self.entered == false then

    self.component:CallOutputs("TriggerEnter")

    if entity:GetKeyValue("type") == "player" then

    entity.script.weaponfile = self.vModel

    entity.script:Loadweapon()

    self.entity:Hide()

    end

     

    self.entered = true

    self.exited = false

    end

    end

     

     

     

     

     

    2u76dja.jpg

  5. I downlaod this pack from the workshop but I cant know how to use it.

     

    I created a prefab of the 2 weapons to try and applied them the fpswapon.lua but the edior crashes when I launch it..

     

    I tried without he script attached but arms and weapon are not dislayed..

     

    how can I solve that??

  6. Hi I'm asking if i thre a complete pipeline to create character from scratch , animate them and after put all into leadwerks..

     

    I tried with my mixamo models but after I place them into leadwerks and scale them the animation doesnt play...

     

    must I use any script to acheive that'?

     

     

    additional I want to know if I but the daz3d package I can have models+animations working into leadwerks...

  7. thank you.

     

    but can make a pdf which explains what d oyou do..since audio is not perfect clear and I'm that are not english motherlanguage cant understand very well all steps..

     

    why did you not complete the tutorial importing the character into leadwerks to show the correct workflow??

  8. Hi I'm making the saturn tutorial from Aggror (great and thanks) and now in chapter 8 I'm creating the turret script ..but I noticed that the turrent shoot me at ever distance even if the player is back to an objest so theorically out of the line of sight of the turret...

     

    is there a way I can simulate the line of sight of the turret and of enemies in general

     

     

    another question is that I cannot boost the rate of fire of my turret even if i change the rate of fire value in the script

     

    question number 3

     

    I'm using the turret from workshop but i noticed that the turrent has not collsion and even if I choose every collsio type and even fit shape the turret remain without collsion with the player

     

     

    thanks in advance,,

     

    leon

  9. thanks to all I changed by root..

     

    I also found the script macklebee linked to me but how can I use it??

     

     

    i created the script (simply copy paste LOL) but after that I dont know where I must to apply it..

     

    any tip??

     

    @Josh ...

     

    I have the steam edito but the autistol prefab bug dont seems to be fixed atm..any news about that?

  10. how can I set ambient light for my level??

     

     

    is ambient light set for a specific level or is there a way that it can be set for every level?? and how can i apply it=???

     

     

    I'm ask fo that due I'm doing a very dark horror level test but I noticed ambient light is too high

  11. no navmesh obstacle is not checked and I tried aain with standard tutorial and navmesh works fine,,,

     

    but in my level navnesh cannot be generated...the script for the monster is the default mosnter.lua and works fine in other maps..

     

    my map is a set of imported model meshes that i rescaled to 0.015 to fit correct player settings and give them a polymesh shape for physics,,,

     

    the fps player controller worls fine but monster doesnt move...

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