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Mordred

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Everything posted by Mordred

  1. Thanks Rick! I didn't come to that idea, it seems to work now, even though it's a bit "wastefull" to have to do this
  2. Yea, i already deleted that file, but the problem is, i have like 8 or 10 textures, who all get the same name, so i can't use like 8 to 10 models, since the materials they use always change, depending what texture i create. Maybe it's important to know, that those texture files are in .dds format? Does it change anything? Can it be an error in the creation process of those files?
  3. Hello fellow Leadwerkers, i'm writing, because i again have some trouble. I have several textures, called "Plant_a", "Plant_b", "Plant_c" and so on. They do fit on models named the same way. The problem is, if i start converting some of those textures (strangely not all) to a material the Engine keeps telling me "File Plant.mat already exists, do you wish to overwrite it?". Even though, when i delete that file, the engine does create a new one, but the name in the assets tab is smth. different (Instead of callint it Plant_a it's maybe Plant_x since i renamed the file once to Plant_x to get over that issue --> didnt work). Does anyone had the same issue and might know a solution for this? In short: Texturefile named "Plant_a" shall be converted to a material Message "File Plant.mat already exists, do you want to overwrite?" Hitting yes --> exery model that had the old "Plant.mat" texture is changed to the new one (and thus it's not fitting anymore).
  4. Hi, this might has to do with this one: http://www.leadwerks.com/werkspace/topic/8311-le-31-steam-crash-on-map-loading-script-error/ I had an issue the day before after importing a model that consists of several childs. During testing and messing arround i was somehow able to separate the childs from the mother node. The result was, that i was unable to delete the mothernode (the childnodes were no problem). After quitting the programm and restarting it, i got an access violation and had to delete the whole project file. @ Josh, in case you might need the model for testing please post me how i can get it to you, since it's a payed model i do not want to link it in the boards here.
  5. That was kinda problem in the first place but na, it's a bug Josh confirmed in the steamboards. The polymesh you create after resizing the model is'nt resized, thus its usually either to large or to small to fit to the resulting model
  6. Okay guys, i just read in the steamboards that Josh was told about that issue, it's a bug, he found it, and he fixed it. An update should be released "soon" but he want's to fix some other bugs before releasing it too. so topic might be closed
  7. Okay, we managed to find out the following: We have to resize the model after importing it into Leadwerks, because it's just to big as it is. By doing so we have to make a new polymesh to attach to the model to prevent players from falling though the floor (or move through walls). The problem ist: the polymesh we create after (!) resizing the model (and even when saving it under a new name) is still the original size it was in the first place. So if we resize the model to, say, 10%, the mesh is still at size 100% and thus it does not fit onto the model. Anyone knows a workaround for that issue that a newbie might use?
  8. i just've started to work with that engine too, but maybe i can help (and even learn myself) if you can give me the model? 'cause now i'm curios myself.
  9. May you're interested in knowing what "shape size" does. Imagine an invisible (box in this case) of size 100 by 100 by 100. The engine is gonna place that invisible box and the result should be that you cannot enter that box.
  10. Oh, well, go to your assets tab, rightclick your model (the one you imported) and select "generate shape", select the option "Convex hull". After that file is saved, attach it in the physics tab to the model after selecting your model in the viewport (or scene list). It's in the physics tab the 2nd option "Shape file". After you did that, just try it again. P.S. might be of type "Prop" instead of "scene", but i'm not 100% sure her
  11. Ähm, sorry to ask ScrotieFlapWack, but what is the problem?
  12. Hehe yea, it might work, but i have no clue how to set it up right now, so i do make some "baby steps" to reach my goals before i make smth. more complicated. But thanks for the link Guppy!
  13. Okay, with a bit trial n error i was able to get arround my other problem too. In case someone else might have this issue i gonna write down the solution Instead of using the standart "diffuse" shader, i had to attach the "sprite.shader" onto the material. After doing so it worked yay!
  14. Well, actually, i just found out how it works. For e.g. if you have a rock placed, just make a "shape file" of type "convex hull" out of the model (us the assets browser, rightclick the model, one of the last options to do so). Attach that file to the model in the scene tab under "Physics" and viola! Now it's just the issue with the colors.
  15. Thanks for your quick answer YouGroove, problem about the physics is, i have no clue on how to make graphics in any program at all, i tried a lil bit messing with blender but didn't really got into it. So i bought the Tropical package from Arteria3D. I thought that, since the option is there, it's enough to rescale the model, build a "shape file" from the resized model and attach it to the item in the scene, but that didn't do anything at all as it seems.
  16. Hello fellow Leadwerkers, i have some issues importing a tree, especially the leaves are my problem. If i use Blend mode: Solid i see white markings arround the leaves, but if i use "Alpha" the leaves are "see through", so i can see stuff that's behind the leaves and that should'nt be visible at all. Any hints on how to fix that? Looks like that: P.S. How do i add a correct shape (file) to an importet tree to get collision working right? Thanks in advance for your support!
  17. Ah darn, sorry Rick, i remember that this was mentioned before already, but i forgot it Sorry 'bout that.
  18. Maybe a tutorial on how to create and use heightmaps in Leadwerks 3.1 would be cool too, even if the heightmapping tool is not from LE it might make the life lot's easier than modeling the terrain by yourself.
  19. Just one word: Niceeeee love it, especially the snowy hill in the back
  20. Just to make you know it's appreciated that you did that tutorial Thank you for showing the way. Please continue with those tutorials. If i may suggest: I'm always curious why things are done they way they're done. That's because it's easier for me to understand why something works if i have some explanation for it, so not sure how others see it, but it would be cool if you could explain why smth. does not work with "Setting A" but does with "Setting B" (if you can explain it - i know there are some things that you just "know" but you're not sure "why" )
  21. I didn't say it's an issue, i only said that i'm wondering why it is as it is. It's just .... i can't hold still
  22. I'm still wondering, why those who preordered past 6th Januar do not get access to the LUA Edition at steam at all. Is it a matter of money, because Josh would've to pay Steam a fee if there's another user on steam that didn't buy it there or because it was promised to the "older" preorder'ers or why? I believe, that it might help to get even more bugs found if all of us who preordered the full edition would've instant access to the steamedition too. Besides that, we could already make ourselfs familiar with the product.
  23. Hi edi713. I have to admit that i do not know either LUA nor C++ very good but from what i already know both languages have their benefits. LUA is kinda easy to learn and use, while C++ is more hard to master. C++ is nearer to the PC hardware ingeneral, but it's, at least from what i was told, about 3 times faster than most other programming languages. but basically i believe that you can achieve most goals in both languages. The way you achieve that goal might be quite different, but i guess most everything is possible in both ways. From what i heard, you can learn LUA in about 3 Days, in addition to that time you have to learn each distinct API (in this case the LUA API) while you need several weeks / month to learn (and understand) C++. I for myself though decided to learn C++ in advance and start using that language, but i already knew a bit C++ before so it's not that hard for me to learn the basics again. tl:dr: C++ is more complicated, yes, lua on the other hand is quite simple to understand, yet still quite powerfull.
  24. I'm sorry that i cannot post the link, but somehow IE doesn't like this Kind of frum..., Well tbh, i do not see any more in the Video as you already did MisterGravity In case you want to take a look, it's under documetation-tutorials-"Swiches and Doors"
  25. maybe take a look in the tutorial map / Video about creating Switches and using the flowchart to link them to doors, i believe there's a Switch using the "Swinging Door" script and it's turning by 90 degree.
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