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tjheldna

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Everything posted by tjheldna

  1. Hi Rick This does it it's pretty much a cut and paste from my code so just let me know if you need any help as some bit's wont make sense. I also created a custom collision type too if you are wondering.... //Get the projectile direction Mat4 matrix = character->GetTargetEntity()->GetMatrix(); projectileVelocity = character->GetTargetEntity()->GetMatrix()[2].xyz() * 900; //Create the bulllet Shape* shape = Shape::Box(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.1F, 0.1F); GetTargetEntity()->SetShape(shape); shape->Release(); GetTargetEntity()->SetPhysicsMode(Entity::RigidBodyPhysics); GetTargetEntity()->SetMass(1); GetTargetEntity()->SetCollisionType(kCollisionProjectile); GetTargetEntity()->SetGravityMode(0); GetTargetEntity()->AddForce(projectileVelocity); GetTargetEntity()->AddHook(Entity::CollisionHook, (void*)ProjectileCollisionHook); GetTargetEntity()->AddHook(Entity::UpdatePhysicsHook, (void*)ProjectilePhysicsHook); Hope this helps!
  2. Hi YouGroove, It dosen't work properly for the Character yet sohe can be bumped right off can't find a suitable 100% solution to it. Using PhysicsSetPosition works for everything except the Character Physics.
  3. Can do, I'll provide you with a link later when I get home. Feel free to fix any of my bugs while you are at it =).
  4. Here they are... 1) shows jumping inside a trigger (see video and previous bug report). This has been happening for quite a few builds, possibly since the begining. 2) If you jump sometimes you fall through the floor a bit. (see video). I believe since the current build, but may be from the one before. 3) If you jump while underneath an object (bsp in this case) you can jump straight through it eventually (see video). I don't recall this happening before the current build, it's possible I haven't noticed. http://www.youtube.com/watch?v=erNVeT-dW-o Cheers!
  5. Hi Josh, -If you have a physics object set to Trigger. - Have character controller jump while inside the trigger. The character controller will collide with the trigger.
  6. It's appearing that with the dynamic - diffuse_normal_specular.shader the specular is always on full blast no matter what you change in the spec fields in the material editor. Cheers!
  7. I need a ridged body object to have more friction with the ground and to bounce less. The functions that I'm after were in LE2. are there any such functions in Leadwerks 3? SetBodyElasticity(); SetBodyDamping(); Many Thanks@
  8. Hmm weird I downloaded LE from scratch and added my projects back in and all is working again. Don't worry about this report.
  9. Hi Yougroove, What's not working is functionality that was already implemented in my game which is no longer working since the latest update. My pick and setzoom functions were working properly before, the crash is happening in a place where I can't see it in Josh's code and I can't step through. It was functioning properly yesterday before I updated and isn't a case of I don't know how to use the functions. Cheers
  10. Hi Josh, I just updated to the latest build and am now getting a crash on camera->SetZoom and camera->Pick I ran a test program with the same results Press 1 for pick crash Press 2 for zoom crash Cheers
  11. Sorry I'm trying to get this working and I'm a shader noob which is a bad combo.... //Uniforms uniform sampler2D texture0;//diffuse map uniform float currenttime; //Inputs varying vec2 ex_texcoords0; varying vec2 ex_texcoords1; varying vec4 ex_color; varying float ex_selectionstate; void main(void) { vec2 texcoords = ex_texcoords0; texcoords.y += currenttime/100.0; vec4 outcolor = ex_color; //Modulate blend with diffuse map outcolor *= texture2D(texture0,ex_texcoords0); //Blend with selection color if selected gl_FragColor = outcolor; } Obviously it's not working, am I on the right track? Any clues on how to get it working? Any help would be appreciated! Cheers!
  12. Ive had a good play with it now with no joy. The issue appears to be happening to dynamic shadows where shadows edge smoothed. Also only when the camera moves (in the same section) it gives the effect of a motion blur, very weird.
  13. The Brightness slider under Diffuse appears to do nothing. This works however on a Point and Spot Light. Cheers!
  14. I still get it but it is much better than before.
  15. Yes, thanks guys, that did the trick!
  16. I thought the only way you could do it is if you rotate it via angle param and side direction using the strafe param in the SetInput function? It would really make my day if you can use PhysicsSetPosition and Rotation on the Character controller as I'm trying to do a 2.5D side scroller game. Maybe if we ask Josh nicely?
  17. Hi Josh I get a crash when I follow these steps... - Delete a texture in the asset browser window by right clicking on the texture then delete (remember the texture name). - Select another texture and rename it to the texture in the previous step. - Crash Cheers!
  18. tjheldna

    LCP 2.0

    Hey! I can't not be in on this and miss out on all the fun again! If you like I'll work on some more weapons / characters? I also have an unused shotgun model which was never added into LECP I am moving house within the month so I will have some down time as of late this month though.
  19. Hi, I'm trying to do a quick and dirty day and night cycle by rotating the infinite light and adjusting the colour/intensity which is actually working quite well. One thing though, the dynamic shadows don't update with this rotation. Is where something I need to call for this to happen? In the world editor it works when the light is rotated. Cheers!
  20. Hey all, Now this used to happen me with LE2 also. When a level loads for the first four seconds or so everything moves really fast (i.e character controller) . After it then it evens out and the game speed is as expected . It's like I've hit the turbo button on my old 386 DX =) for a few seconds. Am I alone in seeing this? and is there anyway to stop it? Cheers!
  21. I think it's fine to put your getters and setters in your headers, but anything above that I'd put everything else in the .ccp IMO. I've ran into some linker errors when playing around with objects in the header and were real hard to track down.
  22. tjheldna

    GUI

    I have done a system that works quite well and have done something similar to what you ask in one of my many projects as I am making a point and click adventure game. I am always working on it, and will expand the widgets down the track. It will probably be obsolete when the LE GUI comes out, but this will do in the meantime and works well. http://www.leadwerks.com/werkspace/topic/6407-le3-c-tjui/page__hl__tjui Cover the entire screen in the window and the windows HandleEvent function do a world pick on the kEventMouseLeftUp event at the mouse position, if it didn't hit a button that is.
  23. Hrmm looks like you are casting entity0 to Rusted_Iron* however Rusted_Iron* is not derived from the entity class in any way and can't see how this would work. Rusted_Iron*mBlock = reinterpret_cast<Rusted_Iron*>(&entity0); If you uncomment out (not sure if you can call 'this' till the this is fully instantiated? maybe do it in the first game loop) this->Full->SetUserData(this); change in the Collision hook.... Rusted_Iron *mBlock = reinterpret_cast<Rusted_Iron*>(&entity0->GetUserData()); if(mBlock) { mBlock->Break(); } Not sure if that is it, but it maybe is a place to start. Your demo didn't work btw...
  24. Ok I fluked this. It looks like the spec in diffuse+normal+specular.shader (Dynamic) under OpenGL 2.1 has some code missing. Looking at the OpenGL ES 2.0 These lines are missing..... uniform sampler2D texture2;//specular map //Specular map color_specular *= texture2D(texture2,ex_texcoords0); lighting_specular *= color_specular; As soon as I added them in the specular map started to work.
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