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Posts posted by josk
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Understood, thanks. Will watch the rest of that tutorial later.
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From this code from Aggror's tutorial
if (self.entity.world:Pick(point1,point2,pickinfo,0,true,Collision.Prop))
Can someone explain what true is for, read the docs but cant make sense.
- closest: if set to true, the closest intersection will be found, otherwise the operation will return as soon as a single intersection is found.
it's the intersection bit that confuses, wouldn't the closest intersection be the single intersection?
The cosde works fine its always good to know why things work.
- closest: if set to true, the closest intersection will be found, otherwise the operation will return as soon as a single intersection is found.
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I suspect editor setting isn't transferred when game is run.
Try setting this in your app.lua
self.world:SetLightQuality(2)
This worked perfect, thanks a lot. Is that in the Command Reference?
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I have a Nvidea GTX660TI, so I think thats still ok.
I noticed shadows in the Editor have a longer viewing distance.
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No luck with that, I think its just a bug tat will have to wait to be fixed. Thanks.
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The shadows dont seem to have a long range from a dirctional light whic is place in scene.
From Post here which contains link to another relevent post.
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This could come in handy and save time, thanks.
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There is a previous thread about this, could be a bug.
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The range of a directional light to cast shadows is not very far, light range does not seem to have an effect. I think I remember having this issue before.
Any ideas?
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Any poll needs to be on this site.
Also some of these are going to be big jobs, maybe Josh could choose one to work on long term and another smaller job that can be worked on now like having folders in the Scene Tab. Though that might be a big job.
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Could we have a community vote and 1 item out of the top 3 gets worked on.
As one item is finished the community can vote for another.
Let Josh pick the items from the community list for the vote.
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Nice and simple game play is aways the best, Might have a go and making something similier for the workshop when I get back off holiday.
Never played StarFox, I was a Sega lad.
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I' m having some fun with leadwerks today and maybe I have done a mistake since when I was using material editor I dont know what I pushed on my keyboard and the proprieties bar (shader, textures, information,etc) vanished and now when I double click on one material the material editor only display only the material and not the bar.. I'm searching on the documentation but I cant find nothin to help me...
I think you just dragged the properties bar so it doesn't show.
Hold your mouse over the right hand side of the window until the drag symbol appears, if you get it just right you will drag it back out.
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Use something like BVHacker to constrain the animations root node translation in the x and z axis, you may have to fiddle with exporting and importing and may even need to retarget the animation sequence to the mesh and skeleton if you can't manage that in the model editor.
Thanks, took a look at BVHacker and managed to constrain the animations to the axies. Then the next bit I got stuck with.
What I did do though was find a way in UU3D to do the same thing and it works a treat.
If anyone else needs it basically load the model, click on Bones in the tab on the right, double click mixamorig:hips.
Then in the Bone Editor click edit P, click copy all, unclick x and z, paste all. Jobs a good'un.
Animations from the free collection work a treat.
Is there an easy pipeline to autorigging characters without Maximo?Not sure about an easy autorigger apart from Fuse. I dont think there will be a free one.
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Have been playing around with Fuse and its all straight forward and simple.
Made a character, autorigged added animations, download, copy files into LE, scaled model, done.
The only problem is the free animations pack doesn't allow you to keep your model in place when it animates (see video), you have to buy the paid ones for that option. Though there are some free ones with this option like the injured one in the video.
Though I read that can be fixed in Blender, if anyone can do a walkthrough of that it would be good, I'm useless with Bender. Was hoping UU3D would be able to.
Ignore the cat, was testing animations, also notice Shadmar's excellent Day/Night shader cycle.
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Thanks for the info, just purchased it.
Will spend Sunday afternoon making some characters.
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Noticed it's on offer on Steam, seems ok.
Have people got any thought's on it for use with Leadwerks, Ease of use etc.
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I have Bootstrapper come back, using Grid View to get round it.
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Yep back to normal.
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It only bugs/freezes in list view, using grid view works ok. (you can choose next to "BIG PICTURE")
Now I can start it within steam again.
Thanks, works for me. It was really bugging me
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It happens to me when I click on Library, software or installed, if I just click games all is fine.
It looks like it's trying to start a program up which then causes the problem.
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So it is, didn't spot the backup
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I thought I had noticed this before.
After updating to 3.2 if you update a project, App.lua gets updated to the default script.
I know most code goes in scripts attached to Objects but I do have some code in there.
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Thanks for the above, it works.
boolean
in General Discussion
Posted
What I liked about UnrealEd years ago was carving out rooms, nice quick and simple.