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AggrorJorn

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Everything posted by AggrorJorn

  1. AggrorJorn

    House

    Thats a good atmoshphere already. I can imagine seeing the rays coming through those windows from the moon light.
  2. Since there aren't specific API calls for that I would assume it takes over from the active font that is set. *post above beat me to it.
  3. Sounds like a label. https://www.leadwerks.com/docs?page=API-Reference_Object_Widget_Label
  4. Well you could use a bool to see if the init has been run or the Load function calls the Init/start function.
  5. And you can't call the Load function after the scene is initialized? Where is the Load function coming from? one option you can do: when the load function is called, check if the entity has been inited or call the init function yourself.
  6. Can you share a screenshot of your characters properties.
  7. When you select the character, go to the physics tab and there you see character rotation angle (or something like it.) Just set it to 180. I still have a Lua script somewhere that allows full control of the mouse as well. I will send it to you this weekend. It is a lua version of this C++ tutorial:
  8. I haven't tried that one, but the one from the workshop works by simply attaching it to an entity that has the character controller physics. https://steamcommunity.com/sharedfiles/filedetails/?id=853889224&searchtext=Third-Person+Player+Script
  9. Terrain created in the editor, has terrain physics by default. Do you want things to work out of the box or are you willing to code yourself? What third person script are you using? Posting a link to the items you are using helps people understanding your problem. Without seeing the script or even screenshots, we can only guess.
  10. The language is GLSL but it is not a 1 on 1 copy paste from existing shaders from Maya or shadertoy.
  11. Have a look at this video around: 5:24 (video is leadwerks 3, but a lot of info still applies)
  12. Had a quick look: you are not applying the force, you are now setting a position, which is constantly the same. You either take its current position and add the calculated movement or you add force. In case of adding force: if (self.window:KeyDown(Key.Up)) then movez= movez + 0.1 end self.entity:AddForce(0,0,movez, false) --the last parameter indicates local Your forward/backward movement is also inversed.
  13. In the Entity class API documentation: https://www.leadwerks.com/docs.php?page=API-Reference_Object_Entity, the commands https://www.leadwerks.com/docs?page=API-Reference_Object_Entity_PhysicsSetPosition and https://www.leadwerks.com/docs?page=API-Reference_Object_Entity_PhysicsSetRotation are not listed.
  14. Try using PhysicsSetPosition and PhysicsSetRotation. When you are in the UpdatePhysics loop, those should be used. Side note: they are documented commands, but not listed in the entity API. Reported:
  15. Just a side note that might not have something to do with this: There is an optimization by default present that looks in the new scene to see if any entities used by the old scene can be moved over instead of being deleted. This works by looking at the reference count. I doubt it would actually move the existing entity with script.
  16. The materials folder contains some terrain textures.
  17. Why is it money down the drain? Leadwerks 5 is not out yet and is a separate purchase. You can still use your current license for Leadwerks 4 without having to spend any money.
  18. Glad you got it working. Dont forget to mark as accepted answer.
  19. The plan on what to do with the map/entities isn't final yet.
  20. The main lua script creates a window and everything, Since C++ does creates its own window (as far as I can remember) I would expect C++ to have its own menu creation. But that is just guessing, as I haven't tried it yet in C++.
  21. The easiest, but none the less effective, way to optimize a large outdoor scene is setting a view range for an entity. Here are some basic rules that I used during the rebuild of the Return to the Zone project. Max: Here you can think of essential buildings and large structures. Think about distant buildings, powerlines, bridges and entities that stick out above the vegetation or water plane. Far: Here we have the larger props: containers, trains, vehicles, walls, statues. This also contains props that are exposed in open areas. Think about road side props like stone piles, crates or oilddrums. Medium: Props that are placed inside buildings can have either Medium or Near as a view range. When a building has several large indoor areas or contain a lot of windows and doors use the medium setting. Near: Tiny props, like cans, toys, garbage and pretty much all props that are placed inside confined rooms. Also, a few static camera points showcasing the Zone:
  22. open the menu.lua script which you can find in the scripts folder. In that script you can find what should happen when the start button is pressed. Look for this line: if Map:Load("Maps/start.map") Change it to the name of your map.
  23. Open main.lua and comment all the lines using 'gamemenu'
  24. The UI samples are placed under 'widget' instead of GUI. It's kind of confusing. A reference from the GUI to the widgets could solve this, or simply putting the widgets as part of the GUI. That is probably the term people are looking for anyway.
  25. I sat down last evening to give it a thorough read and I am really impressed. I also love the component editor system. This saves a lot of manual typing to register all components. What I like the most is that this completely overhauls my default thinking process about the game entities. The losely coupled structure is perfect and I think that this is the biggest downside to most of the code that I currently write. Everything needs a reference to objects in the scene or other scripts. This just makes management so much more easy. @Rick That API/components collections sounds awesome. I can allready see dozens of tiny components that can be useful for this. Any ETA on the project beta? nvm, end of august.
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