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Arska134

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Everything posted by Arska134

  1. Still not working. Now bulletholes can't be seen even in close range. Now it's grey when close to "bullethole". Edit: I made little bit changes to .mat file and now i got this. When i shot to wall it makes bullethole where i hit, but paints entire surface. (black from far, blue from near) When second bullet hits wall. It makes the same, but i think it paints over the earlier bullethole. mat file looks like this: texture0="abstract::bullethole.dds" zsort=1 overlay=1 clamp0=1,1,0 clamp1=1,1,0
  2. Still not working that way. When i look painted wall closely i see this: Looks like it's painting entire surface with bulletholes. Closely there is bulletholes, little bit further wall is blue. And far, wall is black. Help is appreciated.
  3. Okay... Bumping this topic up... Looks like planes are not good for this, so i am still struggling with this thing. I tried it again with decals with this code: am.bullethole = CreateDecal(spick.surface, TFormPoint(Vec3(spick.X, spick.Y, spick.Z), Null, spick.entity), 20.0/16.0, 32); EntityParent(am.bullethole , spick.entity, 0); PaintEntity(am.bullethole , LoadMaterial("abstract::bullethole.mat"),1) AddMesh(am.bullethole, TMesh(spick.entity)) And what happens is this: So... It paints the surface black. Not what i am trying to do. Ideas?
  4. But when i use collisiontype parameter i can only choose one type of entities?
  5. Title explains everything. I need to raycast prevent to pick one type of entities. (player gun entity etc..). Raycast should go trough those entities.
  6. So there is no other way than UU3D?
  7. So what how it's done? In this tutorial it looks easy but won't work in my case: http://www.youtube.com/watch?v=QK6lH9rpLKE
  8. How can i export all animations, materials and etc... from 3DSMax i am currenlty trying to use this tool: http://www.leadwerks.com/werkspace/files/file/210-tools-for-3ds-max/ I have animation and every needed export properties enabled. When exported, gmf doesn't have any animations. Where is problem?
  9. Okay... So i got bulletholes working with 'planes'. Only problem is that bullethole materials behave strangely. From far bulletholes is blue, little bit closer, bullethole texture is stretched oddly. Near bullethole material is right, but no masking. Is it even possible to make round bulletholes with planes? Here is my bullethole solution: am.bullethole = Createplane() Scaleentity(am.bullethole, Vec3(.0625,.0625,.0625)) PaintEntity(am.bullethole, LoadMaterial("abstract::bullethole.mat"), 1) entityParent(am.bullethole, spick.entity) Positionentity(am.bullethole, spick.position, 1) AlignToVector(am.bullethole, spick.normal,2,1) EntityViewRange( am.bullethole, VIEWRANGE_NEAR) am.timer = MilliSecs()
  10. And again i posted this too early... PositionEntity(player, entityposition(FindChild( scene, "respawnpointblue_1" ))) That's what i was looking for. Edit: How can i put icon for my respawnpoint info entity in editor?
  11. Hello! How can i fetch entity from scene to position my another entity to it's position?
  12. ah.. okay. Maybe i drop off dedicated server from my project. Got some more problems with it so maybe it's just better to let it go.
  13. Is it possible to load framework and scene without graphics screen? I want to create server program, but i don't want to render anything in it. I just need to have physics and stuff calculated in server program to send them to other players.
  14. Yes i am reloading the scene.
  15. Thanks everyone. I placed pivot and works great.
  16. Is there any command to get distance from point x, y, z to x2, y2, z2. I need to get distance from camera position to picked position.
  17. Almost working now. If KeyHit(KEY_ESCAPE)=True Then freeentity(playerModel) freeentity(player) resetframework() Goto menu EndIf Thats what i did when escape is pressed. Now it goes to menu. (what is oddly very blurry) When i go back to game it loads everything nicely. Next thing what i see my player character falling, because scene isn't loaded. So can somebody explain me why it's not loading scene?
  18. Thats what got your attention?
  19. Is there example for me to take a look?
  20. I messed around little bit and i almost got it working. Now i only want to know how to get camerapick() not to pick player model.
  21. Force at sky is fixed, by checking if camerapick returns something, but i somehow need to make that terrain isn't pickable. Ideas?
  22. When i pick entity with camerapick(), i need to make force in that point. It works, but when it tries to make force at ground, it crashes. How can i check if entity is right kind?
  23. Here is some "code" to explain what is happening. *Load everything which i need only load ones (engine and etc...)* #menu *Load scene for main menu* repeat *menu selection stuff* forever *Load scene for game itself* *Create player controller* *Create player model* repeat if keyhit(KEY_ESCAPE) then goto menu endif forever So if i press 'escape' it jumps back to menu scene loading part. What should i do before jumping there? I no need game scene no more when going back to main menu. I need to reset/delete it somehow. Now when i am going back to game it continues previous scene of game, but not creating new character model, and old one is still in scene where i left it last time.
  24. Like this? addMesh(am.bullethole, TMesh(spick.entity)) (No bulletholes, but no errors when compiling) And another question is how do i check if picked entity is suitable for decals to it's surface? Because now it's crashing when "shooting" to ground.
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