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SpiderPig

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Everything posted by SpiderPig

  1. It crashed for me straight away A clean install didn't help either....
  2. Yeah, in the editor loading the deserthighway and after loading a small road scene. I havn't edited anything in the road nodes. And as I said, I re-downloaded the road files just to be sure...maybe i should try a clean install....
  3. wayneg already added it : Windows Exception Thanks guys.
  4. Creating roads are fine, its after saveing them and later opening them that the editor gives me the EXCEPTION_MEMORY_ACCESS popup then exits. I've tried the deserthighway.sbx with the same result, so I deleted the roads files and re-downloaded them under v2.5, but that didn't fix it...
  5. Ahh, thanks for the replies, shall give it a try
  6. I want to have each LOD level of a model too execute a script... Should it be done with the GetModelLODEntity() command? I've tried giving the models LOD1.gmf a script of it's own but it doesn't seem to execute when the LOD level changes in the editor... Any ideas?
  7. How do I find the terrain entity within the editor and use TerrainElevation on it? Can't figure it out...
  8. Hey guys, got a problem with the fbxtogmf.exe... I export a mesh as .fbx from blender which has several sub-meshes and it looks fine in the .gmf viewer - but looking down the list of meshes in the viewer and at the rotations for them, it has random numbers instead of just 0,0,0 like it shows in blender...any one had this problem before?
  9. To be honest I've never tried the fbx2gmf converter. But seeing as there was all ready a UU3D exporter I thought I'd ask if it could be improved.
  10. Not exactly a feature for Leadwerks, but sort of - It would be nice for the UU3D .gmf exporter to export object groups so that they can be found by the GetChild() commands. At the moment it just exports as one object... What would be even better - a .gmf import / export for Blender!
  11. Hmm, I'll give that a try thanks. You don't know anything about the Filter() command?
  12. I'm using CameraPick() to place an object in the world, and I want to be able to exclude that object from the raycast. Is this done with the Filter() command? If so, how do I use it in Lua? Many thanks!
  13. That didn't work wither, I'm using lua too - probably should have gone to the other forum... object.model:SetColor(Vec4(1,1,0,1))
  14. Is SetColor() only supposed to work on meshes? I thought it would be able to work on entity's as well...?
  15. Are there any Sine and Cosine Functions in lua? I didn't see them in math.lua....
  16. I'm just trying to get constant movement of the object - so it seems I wasn't using the right function... my newness to lua is the problem here Many thanks macklebee!
  17. Yes, I want to move the object every time it updates, am I right in assuming that the "UpdateMatrix" function is automatically called? As for the error - I tried; function object:UpdateMatrix() object.model:Translate(Vec3(1),1) end but now I get another error 'Failed to open file "C:/Leadwerks Engine SDK/error in error handling" '. It seems to only have a problem inside the "UpdateMatrix" function itself....
  18. I'm learning lua but keep getting error messages with functions like "SetPosition", "Translate" and "Move".... What am I doing wrong here? require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) function object:UpdateMatrix() object:Translate(Vec3(1),1) end end
  19. Awesome, thank you! Works like a charm...
  20. I'm got a few problems with exporting animation from blender. It works in blender and in UU3D, but once exported to .gmf the bones are no longer animating the mesh. And the vertex weight colors are present on the mesh also - I can't find out how to get rid of them even with the settings in the UU3D .gmf exporter. I'm using UU3D version 3.32 and the latest .fbx importer and .gmf exporter. I've attached the .blend, .u3d, .fbx and .gmf files for you to have a look at, Thanks for your help Animation.zip
  21. I'll get a screenshot up over the next few days of a small game I'm working on that uses the sprites
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