Einlander
-
Posts
778 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Einlander
-
-
In this case you would want to use lua ffi. http://luajit.org/ext_ffi.html it allows you to directly load dlls and their C headers, but odds are you will have alot of work ahead of you.
-
I'll post a video of what i'm talking about in a little bit.
Link for when the video is finished uploading and processed:
-
I'm starting to think that this bug is starting to fall under an unintended results category. You do not need to attache a script to the csg in the prefab to get physics to work. you must select EVERY SINGLE CSG in the prefab and set the shape. If you use the csg prefab in the editor, then it works as it should. If you do it manually in code then you must set everything manually beforehand.
This has the potential to became tedious. For example, I already have a fully articulated house created with csg's. The entity count is already over 100. Now i have to go back and add a physics property to every csg because there is a possibility that i might have the house spawn dynamically through code.
Hopefully this is a bug, if need be I can make a suggestion for all prefabs to have their default editor physics shape/states loaded when called from code.
-
When using the lua script to load a prefab made from csg's the collision does not load.
-
Or just verify the integrity of the game files.
-
As the title says, If you make a csg prefab and re-texture it using the drag and drop method it will appear correct in the editor. (NOTE: The warning about changing from and insanced prefab DOES NOT appear). If you change the texture through the appearance tab it will change the texture ingame and show the insance warning dialog
-
I found 3 texturing bugs. Two of them may be related as they deal with how textures are handled once an object is rotated.
These all deal with CSG's
1. When copying and pasting prefabs it reverts to the original prefabs original texture
2. Texture lock doesn't work when rotating in perspective view when an object has children.
If you start rotating an object while in in perspective view that has objects attached to it, the texture lock only works for the root object. BUT, if you then continue to rotate the object using the top,bottom,etc... views, the texture lock will work.
3. Unpredictable Behavior when manually typing rotations.
Manually type in the rotation value and pray your uv still exists.
Might be similar to this bug http://www.leadwerks.com/werkspace/topic/10179-triangle-side-of-wedge-ignores-or-mangles-texture-mapping-settings/
Video is still uploading, will appear when done.
- 1
-
I'm trying to make a Level of detail system, and i found that I can not hide children from a parent. I would like to suggest the ability to hide a child Ie: child:Hide() This would hide the child and leave the childs' children with the same properties (i hide a child and it's children is still visible.). Also the ability to hide all of a childs children ie: child:Hide(True). This would hide a child and all it's children, but leave its' parents alone.
My experiments with children
Attach this to the parent:
function Script:Start() self.entity:Hide() rotation = Vec3(0,0,45) print(self.entity:CountChildren()) local child = self.entity:GetChild(0) print(child:CountChildren()) print(child:GetPosition():ToString()) local child1 = child:GetChild(0) print(child1:CountChildren()) print(child1:GetPosition():ToString()) child1:SetRotation(rotation) -- to check if we are actually manipulating the child of a child child1:Hide() -- the rotated csg should diassapear end
Results:
-
Thats looks like what the kinect does, but at a much higher resolution
-
you can also in your model editor, create your model, then create the physics objects by using simple convex meshes (box,cylinder,etc)
See Announcement here:
-
Remember fragmotion collapses your mesh into 1 single object when you export an fbx. So if you had separate objects it will become one object.
-
I have a bunch of models that I loaded in the Leadwerks editor. Lets use a broken wall with holes in it for an example to avoid the "just a csg" solution. I want to be able to apply a different texture to a single wall, lets say instead of red bricks I want to use cinder blocks. Is there a way to force the editor to load a non instanced model?
-
I've come across this too. You're walking through a game world and all off a sudden you no clip through a wall. Then you find that the wall is the child of something and you need to remake the area.
-
Sadly that's not how steam workshop works. You need the game to use the workshop. Unless Josh comes out with a free leadwerks player for steam that has workshop support.
-
Just checked, you are correct.
-
When clicking on a rotated object or while rotating the object in the view-port, the control widget no longer rotates with it.
-
As a user of a multi-monitor setup, I was amazed at the number of AAA games that simply do not take into account the possibility that their game may be played on one monitor of a multi-monitor system.
After rage quitting a gaming session because I kept dropping back to the desktop because my mouse wandered outside the game window, I decided to write some brain-dead simple lua code to trap the mouse in the game without interfering with any code.
-- trap mouse start if (self.trapmouse == true) then if (self.window:GetMousePosition().x<0) then self.window:SetMousePosition(0,self.window:GetMousePosition().y) end if (self.window:GetMousePosition().x>self.context:GetWidth()) then self.window:SetMousePosition(self.context:GetWidth(),self.window:GetMousePosition().y) end if (self.window:GetMousePosition().y<0) then self.window:SetMousePosition(self.window:GetMousePosition().x,0) end if (self.window:GetMousePosition().y>self.context:GetHeight()) then self.window:SetMousePosition(self.window:GetMousePosition().x,self.context:GetHeight()) end end -- trap mouse end
I placed this in app.lua before the render, but it can be placed anywhere in your code as long as it is placed AFTER any mouse handling routines.
The code is inabled by setting self.trapmouse to true.
- 1
-
When loading a prefab that was save with the texture lock on, and loading the prefab with texture lock on, the first move of the object will shift the texture.
Steps to reproduce:
- Turn texture lock on.
- Texture object
- Save as prefab
- Delete object from scene
- Load prefab
- Move Prefab
Video:
- 1
- Turn texture lock on.
-
The triangle side of the wedge csg does not respond properly to texture mapping settings.
How to reproduce: 1. Make wedge, 2 Texture it.
More Testing:
Rotate Wedge 180 degrees, the texture is now uv-mapped backwards:
Video of some the bugs:
-
Any chance this will get fixed soon? I'm now making doors and being able to walk through csg's gets frustrating.
-
I was wondering, is it possible to create an animated mesh with collisions for Leadwerks? Or do i need to make a post in suggestions?
I want to create an automotive hydraulic lift and use the built in method of using a convex object in the mesh named collision to provide the collision properties.
The Idea was to animate the collision alongside the mesh to provide physical environmental interaction. Failing this i would settle for a static collision with just the mesh (see the forklift_finale.mdl in the Left 4 Dead 2 hammer editor model browser. Turn on Collision Model, switch to the sequence tab, select lowerawning.)
I am finding that at least in shade 3d, all objects that are skinned get a new surface and the collisions no longer work. Can someone good at blender try this out?
Illustrated:
3d modeling and animation software Shade 3d, Ver 14 Standard. FBX2013
Version without animations but with collision
Version with animations and collision:
The Obj version of the unanimated model for those that want to try animating it.
-
Leadwerks 3.x doesn't export mdl for for the scene. Just imported models, which one would assume you would have the original model for.
-
Here is a roundabout method:
Create scene in editor.
EXPORT vmf
Install and setup sledge http://sledge-editor.com/
Load vmf
Export as obj
Sledge will rotate a imported mesh by 90 degrees, I think it's z=up
Load obj into your favorite editor
Export as fbx.
-
I've seen some awesome things created in blender. But alas, Blender is not for me. I've been trying to use it since 1997 (I'm starting to feel old,Just discovered Linux and Debian at age 12) since before the interface change. To much stuff needs to be memorized before you start using the program, very noob hostile with hard to discover features. Counter intuitive UI options, (click for menu, right click to select) etc...
Regardless of my dislike for Blender it is the first piece of software i will recommend to anyone. Then if they don't like it I go down the list.
Incorrect shadows on rotated csg's
in Leadwerks Engine Bug Reports
Posted
I just found that if you rotate a box csg, the shadow continues to use a backface culled version instead of updating it.