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drarem

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Everything posted by drarem

  1. I would like to load a prefab and want to pass the player entity to the loaded prefab's attached script to initialize it its the start() function. How should I handle it? Thanks. Example: (player.lua) self.player.entity:SetPosition(0,0,0) local test = Prefab:Load("Prefabs/test/test.pfb") For test.pfb attached script: (test.lua) function Script:Start() self.startpos = ??? (somehow pass or get player entity position) self.endpos = self.entity:GetPosition() end
  2. WAV is like BMP.. sure it's great, but how would you like me to create a webpage full of BMP's ?? +1 for ogg support.
  3. how could I set them to 1,1,1 without impacting their current size? I hadto scale down the modelsto use them.
  4. Sorry, this is for loaded prefabs.
  5. I have one mdl, scene mode scale shows 0.01, 0.01, 0.01. another mdl has scale of 1.2, 1.2, 1.2. how can I make both of them the same without altering them, so I can apply a universal scale to each one? I think I'm asking for a local over global scaling? Thnk.
  6. And when I remove the .mat from the hex-edited .MDL file using the model editor, then reapply the same .MAT file, my model is now invisible. No idea about that yet. This is still in linux.
  7. I think I found one issue, when using a model created by windows and trying it out on Linux. I copied a .MDL animated file from Windows which looked good, to Linux. The mesh was white on Linux. I opened up a hex editor and found that windows had stored the directory name of the textures in lower case, but linux is case sensitive. The paths on my system are uppercase. This could be true of when receiving objects from others who use windows and attempt to port to linux. Let me know if this doesn't make sense, probably was discovered a while back though. Work around: don't use upper case names in the paths and filenames on Linux.
  8. Found one issue. I copied the .MDL file from Windows which looked good to Linux. The mesh was white. I opened up a hex editor and found that windows stored the directory in lower case, linux is case sensitive. If you have upper case in the folder names and go from windows to linux, it is blank. Same with receiving objects from others who use windows into linux, check out the MDL file and the case of it. Let me know if this doesn't make sense, probably was discovered a while back. Will report as a bug.
  9. Still on windows 8: On the Exception violation error, I found if I click Save instead of the 'X' to save/close, it seems to have better luck with not crashing. I'll have to revisit the 'invisible parts' on linux, now that I've realized a bit more about models and animations. For example, the game would crash because I extracted/renamed 'attack' instead of 'Attack1' which is what the MonsterAI.lua script is looking for. The model editor is still flaky on linux with playing animations though.
  10. Can sprites/billboards cast shadows, like bushes, or how could it be faked if not? Tks.
  11. Home to max to top of list End to max to bottom PGUp/Dwn to page up/down
  12. And on windows 8, one model looks good but when I go to extract animations in model editor and save, LE just crashes and says 'Exception violation error'.
  13. Also when I import my model using windows, it shows up as pitch black even though I thought I unwrapped and modelled it. It looks fine in blender. Thanks UPDATE*** used MDL exporter for Blender, now I get textures in Windows. But it doesn't fix Linux.
  14. Any chance of the 'parts invisible' in the model editor for Linux being fixed? I opened up the default crawler and when playing different animations, parts of it disappear while it's animating. Thanks. LXDE 14.10 x64 12G ram NVIDIA 760GTX I figure when that part is fixed, we shouldn't have invisible animated models in the scene anymore either. Of course the crawler looks fine in-game, but I think I would have to boot to windows 8 to create a new animated model, extract animations, etc.
  15. I would like to know if a fix was applied to the default App.lua or FPSPlayer.lua so I could apply it to my modified versions.
  16. This appears to be a bug with linux? Not seeing an entire animated model, only parts when using the animated shaders.
  17. What I find with beta updates is, if you changed App.lua, FPSPlayer.lua or other, you may need to look in your project folder, find the latest **.bak file created on same day that update happened, rename your .lua file and then rename the .bak file to the App.lua or whatever changed with the beta update. Does this make sense?
  18. Thank you for taking the time to check and pushing the update for linux through.
  19. How do i create a new project without crashing? Where can i find the log and post the bug at?
  20. I uninstalled using steam and then reinstalled, opted in for beta updates and it updated. When I click new project using project manager, the templates for both C++ and lua is blank.
  21. I just found this post: http://www.leadwerks.com/werkspace/topic/12311-prefab-file-crashes-project/page__hl__template#entry89158 Not sure what the resolution is.
  22. When using beta update 3.5, I tried updating existing projects including default using project manager and it gives me 'Template lua not found'. I have both lua and C++ versions, but neither is listed. I uninstalled and reinstalled from Steam, still can't create or update the projects. I try to create a new game and it crashes.
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