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drarem

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Posts posted by drarem

  1. Figured it out, a model using the latest blender in steam (3.76b), exporting selected to FBX.. when I try to create a prefab and place on the map, then I try to publish the standalone, with 'include only used..' checked, Leadwerks crashes instantly.

     

    If I use only the model, resize it and (without the prefab on the map), it doesn't crash and builds perfectly.

     

    Could someone take a look please?

     

    Thanks.

    head1.zip

  2. Here's what happens, where fileinput starts out as a table..

     

    local astr = fileinput.tostring()

    System:Print(astr)

    -- looks ok

     

    System:Print("as:cahr = :"..string:sub(astr,1,1))

    -- error, expecting string got table

  3. I want to use addforce to an object, but want to keep it 2d. For example, if i have an egg-shape and want to move it around by adding forces, if it hits part of the terrain or a box, it rotates out of control and/or moves into the 3rd dimension, thereby making it where you can see the entire level either more or less. This destroys the 2d immersion. Or even in 3D, the controlled object spins out of control if it hits a cube or other part of scene.

     

    if i try using setposition, i'm thinking the physics wont work on it.

     

    Thanks.

  4. Why does the material editor lower case the filename, such as:

     

    guntexture_normal.tex

     

    when on the disk it's stored as:

     

    guntexture_NORMAL.tex

     

    This is probably why half the textures in Linux are invisible and difficult to work with, when importing projects to work on linux. In linux, upper case is not ignored, sorry Windoze..

     

    Thanks.

  5. here's a guess, don't know if it's practical, but constantly ray pick from camera to your model. if it gets intercepted by the base mesh or terrain, then change the material temporarily on the prefab or mdl to a different material, perhaps brighter value with only the Z-sort and depth mask checked. You can play around with it manually using the editor and the materials.

  6. It didn't seem to work for the Scorpion I tested in the workshop. I added this to MonsterAI.lua (that Josh gave us awhile back):

     

    In Start() function:

    SetCollisionType_(self.entity, Collision.Prop)

     

    and then add this:

     

    function SetCollisionType_(entity,mode)

    entity:SetCollisionType(mode)

    local n

    for n=0,entity:CountChildren()-1 do

    SetCollisionType_(entity:GetChild(n),mode)

    end

    end

  7. Two quick questions:

     

    1) when i first did a 'SetScore' and viewed, it showed 'anonymous and some weird long number instead of 999. I restarted the game and it showed my id and the correct score.

     

    2) Can it also store stats, not just a single score?

     

    Thanks.

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