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Andy Gilbert

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Everything posted by Andy Gilbert

  1. Sorry to be a pain, but is there some example script of how this is actually achived or what functions to use? Its a simple test, between one object and another. Thanks Andy
  2. Im trying to "toggle" a variable using a key and using keyDown works but obviosuly this makes it hard to toggle as it repeats while the key is down. So i tryed using keyHit and for some reason getting strange results, such as it not doing anything. So i tryed drawing the variable to the screen, and when i do, the number seems to "overwrite" itsself?? Yet using keyDown doesnt do this. Am i doing something wrong? EDIT: What ive noticed is, if i attatch tell it to "move" an object with each keyHit, its very "on/off" MORE off, it never seems to work and then suddly it will, but the nubmer being drawn changes with every hit. This is in the Update world function Thanks Andy
  3. Hi, ive done a search but cant seem to find the answer. What is the current way using lua to detect a collsion with a particular object? Can i determind the collsion using the objects name somwhow? Thanks Andy
  4. Hi, just a feature i could really do with and so thought it may become usefull for all is to be able to see the shape of physics for models. Either just a wireframe or somthing that can be turned on and checked if the size and offset is ok. At the moment im just working blind. Thanks Andy Ignore, just found it Thanks Andy
  5. Ok, as an update: 1.Changing the rotation of a directional light using the mouse and axis is fine, but updating the Z rotation property does nothing. 2.The Z direction of the light does not corrispond projected shadows, it works if the Z angle is below 0 so the direction is pointing down, but if i rotate the light so that its direction is upwards, the light works fine, but projected shadows stays as though the light is coming from above. Andy
  6. Hi, in the editor, when i drop in a Directional Light, it appears to have a fixed 45 degree angle and ignores any changes to Z. Andy
  7. Yougroove, please read my post. The materials and textures are the ones that COME with leadwerks, there the "developer" materials and textures. Yes its a "normal map" color but there is no normal mapping goning on here. Its using diffuse shader, leadwerks bundled materials and textures. Andy
  8. Yes Yougroove, texture slots default and only using diffuse shader, as you can see im using some of the default "developer" materials, as they are. Andy
  9. I updated leadwerks and at the same time started toying with an idea buts instantly ran into an issue. I can seem to view textures on BSP models at runtime, in the editor its fine. As you can see in the image included, each BSP tile is textured and with mulitple textures, the train track is imported model, editor fine, runtime not. Andy
  10. Hi thaks for reply Josh, appriciate it and is somewhat reassuring. But.... What is Leadwerks 3.1? What is planned and what will we be getting? At the moment 3.1 could be the current one with bug fixes as theres nothing to look at? Unless i just cant find it? Andy
  11. Hi, Im sure it always seems like someone is asking for more but... This is genuinely the 3rd time ive come back to Leadwerks 3.0 with an idea that ive had to drop due to leadwerks 3.0 not having the features. When i say drop, there is probably "ways" to do what i want but it would mean alot of hassle and work as apposed to having the toolset ready. This time is was a game for iOS but was based outside. So initial issue was terrain, i played with external terrain editors got something that looked "ok", but having to import as a model and use a texture which is limited by size it wasnt satisfactory so i started to lose hope, but the final straw was was when i imported some simple plant models with alpha maps to find shadowmaps project shadows of the whole model (not the alpha map). Now..im not ranting about the specific features above, im just wondering about when features that got mentioned when Leadwerks 3.0 was released will actually get round to being implimented? Its been a while now since release and the Editor still has no boolean operations, just basic shapes to work with? Yet when i come on here i see pushing for linux, OUYA, steam ETC which are all great things, but i cant help feel things are getting forgotten about and "Leadwerks" is running ahead of its self again... Im sure this isnt the case though but when you read...50% reached in less than one week; Work on Leadwerks for Linux begins... Just makes wonder about the basic features still on the waiting list? I dont remember linux being on the phase 1 of the initial roadmap? Anyway, basically this came about because i belive from a quick search i did, the "roadmap" has dissapeared. So just wondering what is expected to come and when, as i feel im still waiting for the features that were spoken about when i purchased Leadwerks 3.0. Thanks Andy
  12. Ive used his packs before, some real nice stuff and convert for leadwerks really well. Andy
  13. Hmm well when i initally made that FPS demo with Leadwerks 3, that was one fo the features that "to me" that made it possible to develop something so quickly. I found it so simply to create specific script, named as i want them and simply attatch them to objects? Now its back to copying and pasting code from other scripts files, and will end up with large messy script files? IF this was simply down to thinking it was confusing for beginners, i personally think thats a wrong decision, i was a beginner to LE3 and found it super simple. Shame. Andy
  14. Hi, just updated my leadwerks 3 to find that a change since its original release it it can now only have 1 script file per object? Why is this and how does this now work? For instance the animation manager? Do i have to integrate all of the animation manager code into all my scripts that I assign to objects with animations? It was much easier before, or am i missing something? Andy
  15. I too am waiting for terrains. Terrains and shadows are my most looking forward updates. Andy
  16. Hi looks good but I dont seem to have a lightvectormap.tex? Anyone else, there is a normal.tex? Note this was using an exsiting project, a new project is fine. I seem to have alot of trouble with trying to use new updates on exsiting projects after updates. Andy
  17. To do this in uu3d simply create or unwrap the model and use the face select tool to select your first side and then right click in materials and create a new one, this assigns that face to that material, do the same for the other side and then again for the top and bottom where this time you will select both faces and create new material. If a material has already been created you can select your faces then goes to edit -> assign -> material and choose your disired material. Then to export individually you right click your materials in the list and hide them leaving the one you want to export visible and export it so you can paint it etc. If this is not what you were asking then I apologise Andy
  18. I attached the script to a csg box that was on a csg ground. But as I'm sure u will see in the script I set friction to 0 and gravity to 0 yet it still stops instantly after an applied force using up arrow key which isn't right, if there's no friction and no gravity why would the object stop, and so instantly. What I'm seeing is when I press up key, it adds a force to the object and it moves, when I let go of the key the object instantly stops even though friction is 0 and gravity is turned off. Others are expericing what seems similer issues as you see in the thread I started in programming forum. Andy
  19. Eh? My first post includes a script that re-creates this exact problem. Just attach the script to any object in the editor, run the project and move the arrow keys? Like I said in my original bug post. Andy
  20. Andy Gilbert

    plane

    Ahh thats good then, sorry included in Darkness Awaits there is a plane mesh used for shadow. Andy
  21. Any more news or confirmation on this Josh? Andy
  22. Andy Gilbert

    plane

    I know this isnt the direct answer, and im sure there is a reason why not but could you just not load in the plane mesh (included with L3) when needed. Andy
  23. Any news on this josh? Or just a confirmation you have tried and confirm it is a bug? Andy
  24. Ive reported it as a bug with script to show. Andy
  25. I have included a script that you can attach to any object (remember to set mass to 1). And when you run you can move foward and turn the object using arrow keys. 1) First thing to notice is when moving forward, the object immediately stops when the key is released, this isnt correct, especially as in the "start" function friction and gravity is set to 0. 2) when rotating and you release the key, the object slows down, what is slowing the object when gravity and friction is at 0? phyTest.lua Andy
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