Einlander
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Posts posted by Einlander
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1. I wouldn't worry about it. It's a GPU thing and only visible on slow machines. The advantage of fully dynamic GPU culling is too great to pass by.
2, 16x MSAA is slow? Really? No AAA game even has this option. Leadwerks allows some options far beyond what might be practical on today's hardware. I would limit it to 4x MSAA max!
#1 is not true. It is highly visible and easily reproducible Especially on AMD cards. If your map is not entirely in Quadrant 1 in the Leadwerks editor, in game you can see it have culling issues. It gets drastically worse the bigger your level is. It becomes unignorable once vsync is turned on.
I've been having this problem for a long time.
http://www.leadwerks.com/werkspace/topic/9892-how-make-occlusion-less-greedy/page__hl__greedy
http://www.leadwerks.com/werkspace/topic/9194-occlusionrendering-failure/page__hl__cull
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Linux has has this issue for at a while.
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Have you tries using the global position and rotation?
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Thanks Shadmar! You know I just found that code this morning on github but I asked the guy if he could make it 3D as it was 2D. I assume your 'h' is 'z'? Why the 'h' instead of 'z'? Just curious.
It might be left handed.
This code is awesome. This is what I need to create a faith plate. Thanks.
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A small modification. You can now declare the percentage of gravity affecting the object. There are no limits placed on the percentage . So negative numbers will make it float up and numbers > 100 make them super heavy. Beware of large numbers because they will clip through other objects.
Script.Gravity = 100 --float "Gravity Precent" function Script:UpdatePhysics() self.entity:AddForce(0,(self.entity:GetMass()*-world:GetGravity().y)*(((100-self.Gravity)/100)) ,0,true) end
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Figured it out. You loaded the prefabs of the zombies when you start the script (lines 11 and 12). So when you start the game, every spawner spawns 2 crawlers. This should be in the SpawnEnemy function so only when it called they are spawned.
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I was messing around one day and wanted to have certain objects be weightless. So I came up with this simple code.
function Script:UpdatePhysics() self.entity:AddForce(0,self.entity:GetMass()*-world:GetGravity().y,0,true) end
Just wanted to share it. You can can control the amount of weightlessness by controlling the amount (%) of gravity used in the calcualtion
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That help file is awesome. I've owned it for years and never bothered to look at it. The file format explanations are very interesting.
I tried getting 3dws to load it but it becomes unresponsive. So either the format has been heavily modified or they created their own smf file format. There is another smf format that is similar to the obj but it is not binary like these are.
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When you create a material in the editor, changing the scale does not update the material editor or anything in editor that uses the material.
Windows, Beta version
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Place an a wall with invisible material on the other side of the door large enough to push the scorpion back. and have the invisible wall move with the door or turn off it's physics so things can walk through it.
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Good work. It's always interesting to see what personal projects Leadwerks users come up with.
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try to use the .mdl not the prefab
Depends on what you need the prefab for. I have specific scripts, textures, settings and attachments for a mdl that get tedious to set up each time.
Also check to see if the workshop mdl is still where it supposed to be.
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What happens when you set the fourth move parameter to true?
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It also does similar things with debug watch points. I'll make a bug report on it when I get time.
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In the editor if you were to move an entity for a large distance, say from <0,0,0> to <8700,0,0> you start getting decimals on your positions even with the grid snap on. You can make it occur with a shorter move if you go into the z axis. There also is almost a hard limit as to where the drifting occurs. I know for certian as you approach 8600 - 8900 in the +x axis the smaller the move is to begin drifting.
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the gmf format is extremely flexible. It "can" support the extra uv maps, but Leadwerks doesn't use them. You can see an example of this by loading an fbx with vertex Colors. Open it and save it. Colors are gone. I learned that when I was baking AO maps to the vertexes.
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Wouldn't calling a script be self:Endattack and not self.Endattack?
Also if you want to ignore using callbacks altogether, just set the self.state directly after you call the animation.
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I would like them to start auto folded. The editor once didn't show the children of any imported model. It caused problems when I wanted to attach things to limbs.
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Why would you want to load a sound in and audio editor to check the difference between roarA.wav and roarB.wav. We should be able to listen to sounds in edior.
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What happens when you attach an empty script to the light?
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Working on a shader to animate trees and leaves.
The upload will take forever ...
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Sounds like what happens in left 4 dead 2 when you set AA to 1x. Lots of pink checkered textures
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and entity.script.teamid~=1 and entity.script.teamid==1
This says if teamid is not 1 and is 1. Teamid can't be both. Try removing the teamid~=1
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Release basically deletes the object from the world.
Carved CSG causes incorrect navmesh generation
in Leadwerks Engine Bug Reports
Posted
Here's what's happening. Show physics. Carve any shape. Look at where the physics are, wrong aren't they. That's why the nav mesh is wrong. Now save the map. Open it again. Fixed.