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AggrorJorn

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Posts posted by AggrorJorn

  1. Thanks Niosop, that worked.

    function object:Init()
    	self.pos=self.model:FindChild("slingerpoint"):GetPosition(1)
    	self.slinger=LoadModel("abstract::matt_woonkamer_slingerklok_slinger.gmf")
    	self.slinger:SetPosition( self.pos )
    end

     

    Do you also perhaps know which command to use, so that the position of the slinger gets updated when I move the main object?

  2. I'm trying to load a model that should be positioned at a bone called 'slingerpoint'

    Can someone tell me what I need to change to get this to work?

     

    function object:Init()
    	self.slinger=LoadModel("abstract::slinger.gmf")
    	self.pos=self.model:FindChild("slingerpoint")
    	self.slinger:SetPosition(self.pos)
    end
    

  3. picking up objects: Stuff like this is certainly possible. You need a littlle programming experience to do this or you can ask at the programmers section of the forum. I shouldn't be to hard to create this.

    using a switch: kinda the same like above. The engine comes with a few examples scenes. one of the scene is a tunnel scene where there is switch. this switch can be used to turn on and of a rotating fan. For a light to go on and off you can use the same functionality.

  4. Perhaps it won't open because the joint from the locker is created at the Y axis. Try using

    self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(0,0,1) )

     

    or

    self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(1,0,0) )

    instead of

     

    self.joint = CreateJointHinge( self.model, self.door,self.door:GetPosition(1), Vec3(0,1,0) )

  5. Do you mean this Character Shop ?

     

     

     

    euhm yes thats the one. I don't get it. If Josh made these animation for Charactershop, why would he ask for new animations that are almost the same like the ones that come with the program.

    • rifle_run
    • rifle_run_backward
    • rifle_run_left
    • rifle_run_right
    • rifle_turn_left
    • rifle_turn_right
  6. The only experience I have with character animation is footstep animation in 3d max. This differs a bit from game animation as the character actually moves forward. I though I had enough skill for this to put off a simple result for now. But thats unforunately not true. Have a look at the max file but I doubt if thats good enough. I know a program that contains the animations you need though. It's called CharacterShop. It contains 80 animations, with your requests among them. I don't know if you are allowed to use those animations for distribution to the enitre leadwerks conmmunity.

     

    ---edit--

    Looks like my upload qouta is reached or something.

    Download

  7. I'll give it a shot tomorrow. I'll post you a temp result in the evening. question: what do you mean with run left and right? strafe? Like in Max Payne?

     

    And with turn lefft and right I asume the character turns 45 degrees left or right?

  8. I tried to create glass last week. It isn't that easy. I used a slightly gray color as material. The matt file uses the default frag files for this. If I would set the blend to 2. I would get this yellow kind of glass which looks kinda flat. With an extra bump map, the glass texture looks better. The problem with this was that objects behind the glass would give a large glow when they had glossines enabled in the matt file. I''ll upload a pixture how this looks when I'm back home.

  9. I use this matt:

    texture0="abstract::lock.dds"
    blend=0
    depthmask=1
    overlay=0
    zsort=0
    cullface=1
    castshadows=1
    specular=0.0
    gloss=0.25
    bumpscale=0.3
    shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphatest.frag"
    shadowshader="abstract::mesh_shadow.vert"

  10. Like everyone says: try the tutorials, starting with ''getting started with C++". You don't have to understand everything right at start. just try to follow the tutorials. If you have problems after a couple of times trying, just ask on the forum. I wouldn't start with "Getting started with Lua". To me it seems a litlle more advanced and it's just easier to understand, ones you have done all the C++ tutorials. The tutorials are fairly out of date and some code might not work as expected. I hope that Josh (or someone else) will replace them one day to helpthe new members ont their way.

     

    The more advanced tutorials like water, triggers and events and post processing events are cool to watch but try not memberize all of that code in your head. most of the code has been symplified by the so called 'Framewerk'. try to see the Framewerk as a command set that can handle post processing and render effects. these commands are easier in use.

     

    important thing is: never to give up. Don't expect to write an entire mmo's in a few weeks or even months. Give it a lot time and trying and eventually you start to create something nice.

  11. I don't know what can be done about this. Is there some kind of error log in leadwerks? I have to check that... I'm sure that Josh makes some more try- catches to reduce these errors. I haven't got the slightest idea how this patterns goes. besided 4x tab, I often have it also with quickly commenting several lines of code after each other.

  12. I have this animation in the editor which seems to be working fine. However when you fly close towards it, the animation freezes. When I fly away with the camera the animation continues. This also happens when I run the fpscontroller.lua.

     

    Anybody have an idea why this is? This is the lua file:

    require("scripts/class")
    
    local class=CreateClass(...)
    
    
    function class:CreateObject(model)
    local object=self.super:CreateObject(model)
    
    
    
    function object:Render()
    	frame = (AppTime()/32.0) % (60-0) + 1
    	model:Animate( frame, 1,0, 1 )		
    end
    
    function object:Free(model)
    	self.super:Free()
    end
    
    end
    
    

  13. thats why i told you above that the position of a pick is pick.position with pick.position.x, pick.position.y, and pick.position.z as its components... there is no pick.x. pick.z...

    sorry, I'm not so good with this yet. Thanks for the help it's working nowrolleyes.gif

  14. @josh or someone else who knows this.

     

    I've bin looking today where I can find the code that enables you to open the doors with shift+mousemovent. I can't seem to find it. It's really cool that this already works inengine but I want to see if I can get it to work with the fpscontroller script.

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