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CreativeOcclusion

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Everything posted by CreativeOcclusion

  1. Wow..I can't believe I missed that Nick.ace....
  2. Just working on a test game in LE3.... Video
  3. I worked with your model and get the same result of the wheel separating from the base...I'm not sure what the problem is or how to fix it...Maybe someone else here has ran into a similar problem....sorry I was unable to help....
  4. Maybe have a look at this.... http://www.aggrortutorials.com/index.php/store/product/1-flowgui
  5. This will not work without having the textures in the same folder as the model....a .mtl is nothing more than a text file and contains no textures....the best option you have is to uv map the model with new textures and place them in the same folder as the model exported to .fbx....
  6. A .mtl file can only provide links to the textures, it does not contain the textures...if you do not have the texture files, you will have to re-texture the model.....usually there is a file called "textures" along with the model...the links in the .mtl file refer to these...I hope this helps....
  7. Hey you may try to go to File...Project Manager and Update ....Just a Maybe...
  8. WoW...That is crazy....Maybe Josh can help you out with it tomorrow...good luck
  9. I guess the next thing would be to backup the files in you documents and uninstall and reinstall Leadwerks...or you can wait until Josh responds to your post....
  10. Click on View and then Render Mode at the top of the Editor...choose textured and lighting....I hope this helps....
  11. Thanks nick.ace...I look forward to these ".....future plans".....
  12. Hey everyone, I have been away from Leadwerks for a while...Since 3.0...I have been working on other projects using other engines...Now I have some time for myself and have been working with the indie version in LUA....I am finding the engine to be in a lot better shape than it was in 3.0...I am enjoying my time with LE and hope it continues to grow...Good to be back....
  13. PM'd Josh about steam version...waiting for reply....thanks for your help...
  14. I would also like to know the answer to these questions...I have version 3.0 standard and would like to upgrade but I do not understand the process...
  15. I know this post is a little dated but I have the exact question as Mike...I updated from 2.xx to 3.0 in April 2013...Been away for a while and may be looking to upgrade to 3.2 if price is good enough...please send me the PM also....Thanks
  16. Naughty Alien could answer your questions about it better than me...I never got around to using it...I just downloaded it for later use...I believe it works through blitzmax to create a text file...
  17. I believe this is what you are looking for...it took me a while to find it...hope it helps...This was made by Naughty Alien...
  18. 1] I miss the old style fps with more puzzles to figure out instead of shoot to kill all the way through the game... 2] Time limits on levels...like finishing levels under a certain time opens more functionality in the next level or adds more weapons or tools.. 3] having a list at the end of a level telling the player how many things he or she missed in the level...secret doors, pickups etc... 4] smarter enemies....better ai....having a stupid enemy makes the game bad from the start...what if the enemy sees your player coming and sets traps for you around the corner or in the next room etc...lot of programming on this one... 5] having randomizing levels...like 5 different models for level 1 and computer randomly picks one...same for level 2...etc.....this adds long term playability... These ideas are to keep the player starting the game again and again even if they make it all the way through....updating this would be adding more random levels, weapons, tools, traps, puzzles etc...maybe add on packages...on different planets etc...
  19. These are the reasons that I have not bought the product...Too much uncertainty...From 3.0 to 3.1 paid upgrade...From 3.1 to 3.2 paid upgrade...And so on...Not good for me personally...I do hope the product does well...
  20. I don't have time for all the fixes that are going to be needed for this engine....it runs slow...even on good hardware...sure it will run a demo...but even slow for a demo means no game...keep workin' on it and maybe after 2 years and paying out for updates it may compete with whats available now...have fun waiting....later
  21. sure feels good when you figure it out....
  22. graphics are handled with your graphics card...maybe you should upgrade a little bit if you plan to make games...it's none of my business...just trying to help....i run leadwerks on a athlon II x3 460..it is plenty fast...$80...your i5 should be better than mine...
  23. thanks rick, i will look into that...but everything is working good right now so i might just leave it like it is....and thanks dozz, i did not know that....
  24. Thanks Roland, this works perfect...and thanks afke...I am just learning leadwerks and am still learning c++...I really appreciate the help...I should have noticed that i was making a new variable for the same numbers...thanks
  25. i am trying to text the players x y and z at the top of the screen...this code works sort of...i was just wondering if someone has a better snippit of code i can study...this code prints about 6 digits past the decimal and it seems to be inaccurate comparing it to the position of other models in the level...i just need accurate position of the controller called "player" in this code....thanks for your help... //CODE TO GET PLAYER POSITION TVec3 px=Vec3(playerpos.X); TVec3 py=Vec3(playerpos.Y); TVec3 pz=Vec3(playerpos.Z);   //print x,y,z of the player DrawText (0,currentLine*12,"FPS() = %f",FPS()); currentLine++; DrawText (150,1,"X= %f ",px); DrawText (275,1,"Y= %f ",py); DrawText (400,1,"Z= %f ",pz);
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