drarem
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Posts posted by drarem
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Doing this in the FPSPlayer script after adding it to the root scene helped:
self.camera:AddPostEffect("AddOns/Motionblur (Shader)/motionblur.lua")
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Thanks on #2
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1) In the default MyGame, there is a tutorial of picking up and putting things down. If you hit the left mouse button before picking up a box, you have to hit 'E' twice to pick up the object. After picking it up and dropping it, you only need to hit 'E' once to pick it up. Anyone else see this bug, is it a lua script fix?
2) Is there a lua query that will return the graphics modes available?
Thanks.
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To answer my own question, yes it will.. Xubuntu 14.10 64bit clean install, works just fine, at least the editor and lua samples so far.
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Will leadwerks run under newer distro?
Thanks.
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Where is a leadwerks logo i can use as a part of splash screen? thx
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Thanks!
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With LUA, should we make a copy of whatever script we are working on if we need to modify and rename, like FPSGun.lua or FPSPlayer.lua? It seems the beta updates tend to overlay the existing lua files and causes breaks here and there. If that's the case I need to rename App.lua and others?
Thanks.
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Figured something out.. I can call the function and do a return health into my main script.
Thanks for all the help.
Action.lua
..
killc = entity.script.GetHealth()
MonsterAI.lu
function Script:GetHealth()
return health
end
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How would i define a global var in another script and access from my primary one?
I have this in one script after attaching in the Start()
local killc = enemy.script.health
The drawtext shows 0, but the drawtext in the MonsterAI script shows the correct health.
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I need a central bucket where i collect the stats, like deaths, kills, health, etc and display them in the main game loop. I find the above example provided by Aaron Symons works well, but how do I get the stats over to say another script which could save the current game with the stats? Or even just display all the stats in the primary screen renderer?
Thanks.
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There is a script attached to an entity, but that's the pivot. The math is handled in the MonsterAI.lua and I want to get the health from there. The MonsterAI is 'prefabbbed' with a zombie prefab, not in the scene.
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How do I access a variable used in another script (LUA) attached to an object? Maybe wanting to see the monster's health during runtime for example?
Thanks.
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That's odd, can't reproduce from scratch. I created a blank .PNG, copied to the Models folder, imported it and it worked. I'm probably not doing things correctly, perhaps a texture is already attached to a model and i'm trying to refresh it. I'll keep an eye on this, sorry about that.
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Or even if I import the same named model from another folder to a new project, such as in the Models folder it tends to hang. It asks me if I want to overwrite, i click 'yes'. Either that or it's slow on the import and I don't wait long enough.
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Redid my model and recreated the test project, now it isn't crashing. I think it has to do with my entity class. Thank you for your help.
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Right now I'm AFK from my machine, will put something up when I return. The mesh I start with basic 1024x1024.
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Ahh.. understood about the displacement texture.
=The box is the 'terrain' that I set as polymesh and is non-moving. I can collide with it with no problems. WIth the built in terrain however, collision causes a crash.
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Moved .PNG to model folder, tried to import and overwrite in same project model folder but the editor appeared to get hung up. After 5 minutes I ended the editor program manually.
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Thanks, I have a strange error though. I can collide with a plane or imported mesh using polymesh, but with the built-in terrain the demo game crashes on coliision. I created a displacement mesh and added it to the terrain, but it's not being displaced. The texture is also repeating.
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I booleaned the object down instead of having multiple objects joined together, exported fbx and although the convex shape look still like a curtain although less complicated, the collision and movement is working as expected.
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My issue is, with physics turned on convex doesn't look right.
I modelled a generic lunar lander, around 1900 polys. I'm testing a little complex modelling with it. I follow this method
blender: export 'joined' model to leadwerks .FBX format directly into project models folder
LE3:
right click added model, add convex shape
physics tab, add mass of 15.0 (tried 1.0 too)
Either shape file or the dropdown convex gives me the attached image, collision looks like a cone shape
With no collision, i can manipulate the 'lander' just fine.
With box, sphere, or convex it hangs in the sky. I can barely turn it.
I'm wondering it might be because i have some of the parts of the lander going through other parts before joining it as a single mesh.
Thanks.
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Is there a link to the updates of what's in the latest beta?
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I can add via the editor, then it asks me to allow real time rendering and now the one I created in the editor is visible. This manual one still isn't visible.
Recommend a simple model program
in Game Artwork
Posted
If you use and are registered with IRC, and use manners, ask at #blender channel in freenode.net. They are very helpful with questions I have had.