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karmacomposer

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Everything posted by karmacomposer

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. I'm using a FPS script and I am going to want my player to use tools and even carry a flashlight in the game (instead of just having a light turn on and off, shouldn't they have an actual flashlight for that?). How can I have realistic arms and hands holding said items? There will be four or five tools - think of them as weapons that do not fire anything. One will be motion sensors that have to be placed on the ground. How is this all done in Leadwerks? Mike
  7. That was easy enough for testing. Now, how do I create a nice menu so that when people start the game, they can press options and choose their audio, graphics, etc options. Mike
  8. Hello all. I am trying to create a realistic steam vent and just not getting it right. I added a particle emitter to the scene, shaped it as a cone. Used a soft smoke material and adjusted velocity and area till I had what looked like a triangular thin stream of smoke coming out of a pipe. However, it looks too chunky and even with the alpha values, I just cannot seem to get it right. Anyone create a nice steam effect they care to share? Imagine there's a small hole in the pipe and steam is escaping into the area - that's the effect I am going for. Mike
  9. Looks good. If you are the same person that created the other sci-fi textures on the asset store, I wonder if you would consider creating a bundle deal for all of them? Mike
  10. I figured it out. I had a stray light that I did not realize was there. Deleted it and viola - nice dark creepy sewer. Mike
  11. I am creating a sewer level for our game and I took a few straight sewer pieces and aligned them together (wish there was a snap to object and not just snap to grid - they don't align nicely and I have to get out of snap to grid to make them work - just could not find a good snap setting that would work for these). I created a box and made it into a wall (since the sewer pieces in question have openings on either side) and slammed it butt up against the sewer model. I copied and pasted that one and moved it to the other side to enclose the sewer. I added to red lights and put them against the light fixtures in the model and added the flickering script (NICE!) I made the ambient light almost zilch and used a night time skybox just in case I set water to TRUE and made it 1.35 in height (water needs WAY more parameters/editability) Now when I test the level, light seems to leak in from one side only - I fear it's a light that was automatically inserted in the new scene. Why does that light penetrate what appears to be a solidly enclosed area? The light leak is only visible in the water layer, by the way. Mike
  12. I have a 4k display. Every time I test a level I have to press ESC and set the options/display level to max. How can I do this programmatically or in the Leadwerks level editor so I don't have to do this every single time. Thank you. Mike
  13. ty. No luck with the Darkness Awaits - loaded in all black and could not find most materials even though I followed the instructions. I'll look at the 2nd link and see if it will work for my needs. Mike
  14. Thank you so much. I bought the Pro version but am NOT a c++ coder. Lua, yes. c++, no. Mike
  15. Goldwave is an excellent audio editor. I use Wave and Sample Robot, Sony Sound Forge Pro and Goldwave for audio editing/sample editing and Samplitude Pro X3, Presonus Studio One Pro 3, Halion 5 Pro and Nuendo for multi-track audio editing and sound design. Invest in Goldwave. For how little it costs, you aren't going to get much better. Mike
  16. I think it's the weird kbs actually. The two samples were VERY LOW quality at like, 53kbs or something like that - a very obscure kbs. You are better off with 120 or 240 - but a EVEN number - I believe that is important. Also, pick either 44.1 (CD) or 48khz (DVD) Mike
  17. On this page of the Leadwerks website: https://www.leadwerks.com/editor It says: They really ought to fix the typo. Distributable. So I guess it supports ogg files. Mike
  18. Try these - I converted them using Goldwave: One is 48khz and the other is 44.1khz both mono at 240kbs Not sure if Leadwerks can load ogg files. I'll double check that. Mike sup_dude_mono_44_1khz_240kbs.ogg sup_dude_mono_48khz_240kbs.ogg
  19. I'll likely play with PBR after I create the games we are working on. Right now, I need to create what I can realistically get done now, but thank you for the really cool links and next-gen Leadwerks engine graphics. Mike
  20. That looks amazing. I assume it's all in the shaders then. Do we assign the PBR shaders to materials? Mike
  21. import "Scripts/AnimationManager.lua" How to make this work with the current version of Leadwerks? In the current version, I cannot find a lua script called AnimationManager. ?? Mike
  22. Is this script valid because if I try to use it, it does not work. Did the code structure change since this was written? Mike
  23. I figured out how to slow the character down, but the camera facing the character's front is driving me nuts! I cannot figure out how to turn the 3rd person character or camera around to face away from the character. Any ideas? I also need to figure out how to allow the mouse up and down to allow the camera to move up and down like most 3rd person controllers. This script only limits you to rotation around the character. Mike
  24. That one does work - kind of. The character is facing forward and the walk animation looks stupid. How do I turn him around on the y axis 180 degrees, i believe in this function: function Script:Start() if self.entity:GetMass()==0 then self.entity:SetMass(10) end self.entity:SetPhysicsMode(Entity.CharacterPhysics) self.camera = Camera:Create() self.angle = self.entity:GetRotation().y self.cameraangle = self.angle + self.entity:GetCharacterControllerAngle() end How do I edit all of the animations (idle, walk, run, etc)? Thank you. Mike
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