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AggrorJorn

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Everything posted by AggrorJorn

  1. I will upload an update tonight containing terrain textures and adding the SplineTools automatically for all the example scenes. Thanks for reporting Shadmar. I am leaving the vegetation out, to keep the file size smaller. I also have to re-record the videos that I uploaded (weren't published yet) since there are some small updates.
  2. Hi Shadmar, Awesome that you want to use the tool. For the splinetools to work, the splinetools.lua need to be included in the main.lua or you can attach the SplineTools/EditorSplineTools.lua script to an entity in your scene which loads the script for you. For more details see this short tutorial: https://bitbucket.org/Aggror/splinetools/wiki/Getting started Come to think of it, adding the EditorSplineTools.lua script to the examples makes sense since that is probably where most people start. If you have any questions, feel free to ask.
  3. Thanks for the support everyone. The workshop is a really confusing and incomplete store imo. The link I provided earlier doesn't even show a price at all. You really have to navigate through several pages on Steam before you get to the correct page. I can't imagine how many people must have stopped looking for paid items when it is this complex to find something. There is currently an issue with opening the example maps when using Leadwerks on Linux. More info here:
  4. I hardly believe that this is the first time someone has run in to this problem. A quick test with a new project and map. Not even using prefabs atm. Just a pivot with a new lua script and material file. Create a project "TestCasing" Create lua script "TestCasing.lua" in "CasingTest/Scripts/MyTestFolder" Create material file TestMaterial in "CasingTest/Material/MyTestFolder" Attach material and script to a pivot in your scene. In the material property you can see capital casing being used. The console log display the material in lowercase. If you save the map, and reopen it and go back to the material tab, everything is suddenly lowercased. If I export this project to a linux installation and load the map I already get the errors that it can't find the material and the lua script.
  5. I always capitalize my folders. So something like this: Projects/SplineTools/Scripts/SplineTools/. For some reason, prefabs are being saved with a lowercase path. This only happens as of the project in the path name. Will have a more clear example this evening.
  6. I have several maps that make use of materials and prefabs. In Windows these maps load fine but not on Linux. Some maps are not loading correctly because files can't be found. The console log shows that the filepath it is trying to load, is only partially cased correctly. Take the following line for instance in a windows project: Notice how the 'scripts' folder and all sub folders and the material file are completely lower cased. What's strange is that I never write folders in lowercase letters so I don't know why my project is saving the paths like this. Now on Windows, this isn't a problem, since windows doesn't care about case sensitivity, but with Linux I am running in to this map loading issue. The actual path should look like this: I can't place where this casing is coming from. Any ideas? For now the only solution I can think of is lowercasing all folderstructures and files, but it is a rather ugly solution.
  7. Forgive the messy launch. Browsing directly via the workshop gives you an information page, but not a page where you can buy it. You have to go via the Leadwerks Steam store page and view listed items. http://store.steampowered.com/itemstore/251810/detail/1119273174/ It looks like I can't set the price myself via the editor or the steam interface. Josh apparently has to do this for me. I also don't know if I can change it. The Steam interface could really use some improvements. It is also not clear to me which price is currently set. The workshop only shows that it is available. It is also not visible via in the workshop tab from the Editor. Maybe that takes some times before it is processed. Here is a little loading spinner gif I should have posted a few weeks back.....
  8. yeah that was www.aggrortutorials.com. But that one only supported paypal. If I would use my own shop again, I would pay for a better ecommerce system that has more payment options and has better security.
  9. I am looking again at my own webshop or services that allow easily selling and updating digital content (Amazon etc.)
  10. Because of the administrative overhead this creates. I have to manually email all those persons with every update. It might be 1 person and zip file. But once there are more zip files and different people, thinks get messy. You would have to keep track of who you have mailed, somewhere in a file. It is not that this is a complex task, but these 'small' administrative tasks take valuable time. Time I would rather spend on development.
  11. Sorry for the short replies. I just got back from a developer conference in Berlin. I send another pm to Josh about approving the item. Josh did say that it was something he had to approve himself. So the voting system that you see on Steam doesn't 'aprove' of the item. Amazon seems like a good alternative, if I can simply upload a zip there and can update it whenever I want. I look in to this this evening.
  12. I uploaded it almost 2 weeks ago. I think I will upload it to a different store as well since it's approval is taking so long. ? Not happy about IT.
  13. I thought I had to wait for Josh to approve it, but I just realised it might rely on community votes before it gets accepted? If this is the case, would you kindly vote it? https://steamcommunity.com/sharedfiles/filedetails/?id=1119273174
  14. It's already uploaded to the workshop. It just needs to be curated. Depending on if I can change the price afterwards, I want to have an introduction price of $8.00. when more features get added the price goes up. Early adopters will get all feature updates for free since they own the tool already. Rivers are basically already possible with the Road editor. You can already set the material. Just needs a shader for the movement and your good.
  15. Is it possible to send out free keys for paid workshop items? I would like to give away a paid item to severall people, but I can't find an option for it.
  16. Spline tools package has been uploaded and is awaiting curation. Tomorrow I will start recording detailed tutorials on how to set up specific paths and roads. All tutorials will also be in a written format on the wiki. https://bitbucket.org/Aggror/splinetools/wiki/Home Bugs can be reported here: https://bitbucket.org/Aggror/splinetools/issues The devlog is a little rough this time, but it is getting late.
  17. Looks like I can't upload my package with a heightmap (Josh will add support for this later). I will go ahead and leave 1 example map out for now. I hope it will be up in the evening. Documentation link: https://bitbucket.org/Aggror/splinetools/wiki/Home
  18. Awesome If you help me out with that you'll get a free copy of the script. I will send you a pm.
  19. Unfortunately no. The controls, movement and rotation are done for a while now but I still need to find a decent (free) test model with lots of animations. I think people would expect an animated character with the third person script and I want to release it with a flexible character animator component.
  20. I have used crouching with the default character controller for many years and this was officially supported. I don't know how long it has been since this option was removed. Leadwerks did recently switch to a new version of the Newton dynamics physics engine, which migh have something to do with it. Other than that, there are some issues with the current character controller which are pain to work with. Search for topics with 'Side scroller' and you will find plenty.
  21. It is currently not support. The flag for crouching can be set but doesn't do anything. The documentation states that this flag only exists for future updates.
  22. Spline tools are donem and ready for the workshop. Just waiting for confirmation now. In the mean time I will start writing some documentation.
  23. Make a wall segment that serves as a prefab. Apply the texture and change the UV settings per face if necessary. Place walls, floors and roofs in organisable groups by either using filters or pivots.
  24. This API command comes with a complete sample on how to set up a basic character controller. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput Alternatively you can look at or use the FirstPerson script. This script is located in the scripts folder in any project which uses the game template "FirstPersonShooter"
  25. Sorry but I have no idea how to get it back. Do you have a backup of your map that still works? Either way, if the map you have now export still contains this error, make a bug request in bug forum and upload the map.
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