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Andy Gilbert

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Posts posted by Andy Gilbert

  1. 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

    post-72-0-22916100-1372751933_thumb.png

  2. Hi thaks for reply Josh, appriciate it and is somewhat reassuring. But....

     

    Leadwerks 3.1 is scheduled for release before Christmas 2013.

     

    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

  3. 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

    • Upvote 1
  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. Just wondering if anyone has played with physics yet in Leadwerks 3?

     

    If i setup a simple key UP DOWN adds local force and LEFT and RIGHT adds local torque i get strange effects:

     

    The addForce adds a force but when the key is released and the force is set to 0, the model INSTANTLY stops, despite the speed its traveling, its asif it hits a brick wall, what is stopping it?

     

    The torque works fine and will rotate and slow down with friction.

     

    But there seems to be something going on with force.

     

    Friction also seems to have no effect on Force, it does with Torque.

     

    Andy

  11. Since the update if i create a new project the only map i can run is the start.map, if i create a new map this map cannot be run, it errors with.

     

    Map file version 12 nor supported

     

    Edit: Ive also noticed that now start.map errors the same, this came after i added a script and ran it (i assume it too has now been saved with under a different or incombatible version number)

     

    Edit2, ok so i have solved this by copying over the darknessawaits exe files and renaming, these are obviously the latest.

     

    But....

    I think this is very messy, every update i need to start copying and renaming exe files to all my projects, including NEW projects because the lua template exe's are no longer updated either?

     

    Andy

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