Jump to content

Pastaspace

Members
  • Posts

    60
  • Joined

  • Last visited

Posts posted by Pastaspace

  1. Maybe I'm just tired, but I can't figure out a good way to add movement for swimming for my FPS game.

    The player themselves are a controller (controls and implementation of such are basically the same as the "creating a controller" tutorial), but I'd like the player to be able to have free movement on all available axises (axii?) when underwater.

    Now the game can detect when the player is underwater easily enough, the problem is actually getting them to move. Under normal circumstances and controls, they just sink to the bottom, no buoyancy or floating involved.

    I've tried a pretty bad solution using MoveEntity(), but with that, the controller ignores collisions.

    So my question is to anyone who has swimming controls for their game, how'd you do it?

  2. When I convert my model that i exported from 3ds max to an .fbx to a .gmf and put it in the engine (Leadwerks 2 that is, not 3), my model has these weird shading errors and the shadows are off. i thought it was a problem with the smoothing groups or the normals, but I can't figure out what is going wrong with the conversion. I've tried messing around with the exporting settings, making sure that the smoothing groups are correct, and triangulating the models in 3dsmax instead of in the converter but no dice.

     

    Using GMFConv 0.92

     

    In engine/edition: http://i.imgur.com/axnQ82E.png

     

    In 3ds max: http://i.imgur.com/YcoPrx5.png

  3. I've been trying to convert an .fbx model into Leadwerks 2, and while the model shows up, its texture does not. I have a mat file that seems to be correct, as well as the dds texture itself. But no matter what I do, the model doesn't have any textures.

    I've attached the converted model, the texture, the mat file, and the lua script, if anyone could take a look at it and tell me what went wrong, I'd be very grateful.

×
×
  • Create New...