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Posts posted by AggrorJorn
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I think this is hardcoded by the radius of the character controller to calculate wall offsets.
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Those are the same barrels but with a yellow texture.Curiosity question: why are two of the barrels still gray?
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Unfortunately yes.I forget...does loading additional LUA libraries mean you can't use sandbox and can't deploy to player?
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Thanks Josh
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We have seen it many many times on the forum: People are linking a CSG bursh to another entity script, but the script fails on startup because the linked in entity is nil. The reason: the CSG brush does not have mass or an entity script attached and is being collapsed at the start of the scene for performance.
http://www.leadwerks.com/werkspace/topic/15761-entity-gets-has-stopped-working-error/
This 'collapsing' has caused a lot of headache for a lot of people. People often don't know that CSG collapses when the scene starts and what the result of this is. Also, the workaround for setting a mass or attaching a script is still unknown by a lot of people.
Since people are not aware of the technical reason of the CSG collapsing, I would say, make sure that linked CSG brushes are not collapsed. Even if they do not contain a script or have a mass.
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See Ricks answer in this post. Somewhere in the bottom he also mentions this.
http://www.leadwerks.com/werkspace/topic/13941-scenes-and-stuff/page__hl__chop%20tree#entry96038
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And what does: pickinfo.entity:SetColor(1,0,0)? Does it paint the tree red?
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It might be possible that since you are using the vegetation system, the trees are not common entities. Placing trees by hand via the asset tree, will probably resolve that issue but has the down side of custom tree management.
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although an impressive sight, this is exactly the reason I don't use flowgraph. Without any organising options, it just becomes maddness. Try and work together with level designers, becomes far too complicated.
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Well you could print its content to the output screen.
You could retrieve its position, see if that is correct:
pickinfo.entity:GetPosition()
You can also enter debug mode (f5) and see what the content is. Ofcourse you need to set a breakpoint
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What is the content of the pickinfo,entity when you pick a tree? If it is a normal entity, you can use all the normal entity API functions.
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Haven't tested it, but I assume you send a raycast from your player or camera. Although I don't know if you get the actual entity with the vegatation system.
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oh?
The item has been removed because it violates steam policy. Not sure why or how long this has been the case.
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Flowgraph could be really powerfull but I don't use it for all the reason mentioned by olby in the link he provided. A scene like the AI example already fills up the entire screen. This should go into some sort of layer so that you don't lose overview.
Lets say, that after you go down the elevator a new portion of the level begins, you would that logic in to a separate layer. Grouping items with a label and colored background could aid in this proces..
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it is probably not the same model/texture, but you can also use this one: http://steamcommunity.com/sharedfiles/filedetails/?id=261126240
from the zone project.
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Could you provide a link to the item you are talking about? I am assume you mean the red/yellow train with the leadwerks logo on it?
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Particles are still an underappriciated thing in Leadwerks while the API lets you create pretty powerfull stuff.
This is one of those things were I would love to have access to some sort of plugin manager. That way the community could extend the editor with a particle editor with complexer design. I do remember that tool, worked really nice.
I hope to cover some tutorials about this stuff sooner than later.
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Thanks for the feedback. I can add in an option for that. But you can also change sensitivity in the options menu.For me the camera turning is too slow and I have to swipe the mouse too much to turn the camera. A fixed camera might be nice or a sensitivity setting. The game is addictive!
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That was awesome! As for the prizes: Lets wait and see who the finalists become. Maybe we can swap around the prizes after some PM discussion. You will get a bonus for recording a winning time though!
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The saving mechanism in its current state is one of the reasons I currently do not use prefabs. It is way to cumbersome.Prefabs should remember a hierarchy folder that they were saved from and appear in this folder when added to the scene. If I have saved goblin in "Entities" folder then it should appear in this folder next time I add it to the scene (if this folder still exists).
Also: changes made to prefab trigger a popup saying that the prefab connection is lost. What I notice is that I want to change a prefab more often then not and I have to go through the annoying process of saving again. A button for disconnecting from a prefab would also help improve this.
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You might want to send leadwerk an email:
My first shader - Shindler shader
in Showcase
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