Jump to content

karmacomposer

Developers
  • Posts

    441
  • Joined

  • Last visited

Everything posted by karmacomposer

  1. I have instantiated water, but how do I have items have buoyancy? I need debris to be in and floating on top of the water. I'd also like to have the water greenish and hard to see through. When I use the color picker and alpha values, I just get highly reflective water. Is it possible to alter the water through programming? Obviously, water is a big part of this level and Leadwerks has VERY limited water. It would be great to have water with physics and lots of options (rivers, oceans, waves, etc). Mike
  2. Thank you. Got the fog working perfectly and the particles kick tushy!!! Very atmospheric now. Mike
  3. Do you put these in each project's folder or in some main leadwerks folder somewhere for all projects? Mike
  4. I'm looking to create a dark green fog that is very dense (sewer system), but I keep getting a too bright green when dense or almost no fog when I let up on the alpha value. I am confused as to HOW to get the RGBA values - it's not like I can grab them from photoshop and input them - they seems to be 0.v, 0.v, 0.v,0.v where v = some value. I know they are in order (R, G, B, A), but I have no idea how to get a specific color with this format. How do I set this predictably? Here is the code: What is the correct settings for a very dark green dense fog (and i'd love floating particles in the air as well - how would I do this in Leadwerks? Mike
  5. Would it be possible to create a low poly surface model whether inside Leadwerks with the built in modeler or outside Leadwerks and then apply a water shader to that and adjust amplitude and what not to create waves? I wonder if it would be possible to define a under-water-like scene when going underneath the low poly surface with caustics and reduced gravity/physics - as if under water. How would we best achieve this since Leadwerks does not have this...yet? Mike
  6. My Alienware sitting in front of me has integrated eye tracking. Can't wait to use it WITHOUT a headset. I hate how confining the Vive is. Mike
  7. NICE! Those look amazing. I am working on sewer levels right now in Leadwerks and am getting that kind of quality, so I know it's possible. Mike
  8. TBH, this happened to me as well and I ended up copying and pasting the FPS player from the tutorial map into my new one. That worked 100% for me. Mike
  9. I would very much like my player to be able to crouch and in the FPS Player there seems to be a boolean variable for it, but I cannot seem to find a function for crouching. Does one exist? Mike
  10. I know from reading the forums and docs that fog is part of the camera, but not sure how to turn it on/off, color it and set it's range, etc. I am using the FPS player camera and there are no functions for fog in it. Do I have to add it by hand? Is there a set of code fragments on how to do this? Also, does it work indoors? I have a sewer system in place and I would love to have a bit of fog on the floor that is semi-transparent. Can this be done and if so, how? Thanks. Mike
  11. Or, you could model vegetation (say, a tree or some bushes), to be destroyed by cutting up the mesh into chunks (some modeling programs let you do this). Then, place the normal veg and when hit, replace it in code with the destroyed veg (and I would have a bit of code that explodes the chunks and some particles to make it more exciting). Mike
  12. Does that work with the Vive as well? Mike
  13. Ok, so here is my script: So, it works, but it seems to loop the sound despite the boolean loop set to false. Also, what is the difference between play() and emitsound? If I use the self.sound:Play() then the volume is awfully loud! I cannot seem to set the volume or I am not doing it right. The other command I can alter the volume but it seems to play it looped and temporally slow. I need to play as intended. It's a roughly 8 second mono 44.1khz 16 bit wav file. How can I use the self.sound:Play() and lower it's volume to say, 10% as a one-shot, not looped? How can it get softer in volume as the player moves away from the entity that the sound played from? Mike
  14. Thank you. That worked perfectly. Now to attach a scary sound/scream to that animation. Mike
  15. Hi guys. What is wrong with this: I have this as a lua script. If you walk up to a figure, it's supposed to animate as a one-shot. There is only one animation - 0 - called "screaming" I get the following error when you walk up to the figure: What am I doing wrong? Mike
  16. No, I want them to go TO the player and keep following them. Mike
  17. I just want a bunch of rats scurrying around - very creepy. I do have to figure out the animation frames, but in the end, I just want them upsetting the player but not hurting them. Right now, the zombie ai script works but hurts the player and anything I attach that script to attacks once and then stops and just rotates around the player when you walk by an entity that already attacked you. Very weird. I was able to lower the amount of hurt to 1 and I assume a value of 0 will not hurt the player at all - but the rats (and spiders) just stop after - never to attack again. I want them to stop for a moment or two and then come after you if you are close enough for them to 'see' you. Mike
  18. Thank you guys - THAT'S WHAT I NEEDED. Armed with either method, I can get this accomplished. New question: is Tesselation working and what can be done with it? What I mean is, I'd love to do a few horror elements found in some games and I wonder if tesselation is a way to do it. I want to make walls breathe in some corridors and I would like silhouettes to move along wall textures trying to get out - think of hands and bodies making the wall textures stretch OUT toward the player - can this be done with tesselation? Mike
  19. I've actually read through all the tutorials and no, they do not provide answers for my questions. I also can program in lua, and many other languages, but sometimes I don't know how software does what it does - this is all very custom. Hence why I ask questions and hopefully someone helps me out. While I appreciate your answer, I am sick to death of people telling me to watch this and read that. I have been programming for over 30 years and while my specialty is mainly web-based and database programming, I think i'm smart enough to figure many things on my own if they make sense to me. None of my questions' subject matter make sense to me, which is why I ask them. In fact, the questions on the rodents and this one are very similar, so one answer would, in affect, answer both more than likely. So, if anyone can tell me how to trigger the PlayAnimation command when I get near a humanoid figure, I would be very appreciative. Mike
  20. I have bodies embedded in walls and I want them to animate when the player gets near - how would I trigger the animation and what settings does the model need to have for it to work? Do I need to use the flowgraph for this? Mike
  21. I have animated rats and other varmints. Is there a AI script for pests, like Rats? If not, how would I make it scamper all over the navmesh? It already has all the animations and I don't really them to attack or hurt the player - just be creepy. Thank you. Mike
  22. Does the model need to be just arms or could it be an entire human behind the FPS camera? Is there a tutorial or instructions on how to attach weapons and make this all work in Leadwerks' FPS player? Mike
×
×
  • Create New...