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Everything posted by DudeAwesome
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Leadwerks Indie Edition- Windows Exception
DudeAwesome replied to WarHawk's topic in General Discussion
your opengl 2.1 is from 2006, its 2014 now. why you buy an new engine for 100$ and read no requirements? sry but this is just a fail on your side m( -
Josh for el presidente !
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I dont know why but now it works. but I dont changed something strange ---------edit----------- ok I know when this happens. when I load a prefab and rotate it with SetRotation() the prefab falls through my ground. when I dont SetRotation() its ok. works Script.ItemPath = "" --path "(Prefab) Item" Script.MaxItems = 5 --int "Max Spawn Items" Script.DroppedItems = 0 --Number of Items dropped function Script:DropItem() --in if(self.DroppedItems < self.MaxItems) then self.DroppedItems = self.DroppedItems + 1 System:Print("Drop") self.prefab = Prefab:Load("Prefabs/test.pfb") --SpawnPosition is Pivo Position self.prefab:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y,self.entity:GetPosition().z) --Rotate Prefab --self.prefab:SetRotation(0,90,90) --self.prefab:PhysicsSetRotation(0,90,90) else System:Print("maximal items dropped") end end dont works Script.ItemPath = "" --path "(Prefab) Item" Script.MaxItems = 5 --int "Max Spawn Items" Script.DroppedItems = 0 --Number of Items dropped function Script:DropItem() --in if(self.DroppedItems < self.MaxItems) then self.DroppedItems = self.DroppedItems + 1 System:Print("Drop") self.prefab = Prefab:Load("Prefabs/test.pfb") --SpawnPosition is Pivo Position self.prefab:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y,self.entity:GetPosition().z) --Rotate Prefab self.prefab:SetRotation(0,90,90) --self.prefab:PhysicsSetRotation(0,90,90) else System:Print("maximal items dropped") end end even when I uncomment the PhysicsSetRotation() Function it wont work.
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Hi guys, I created a Prefab using the Editor (just a cuboid) and want to load them into the scene when a button is pressed. When I drop the prefab into the editor the physics are fine (physics tab -> shape box, mass=1, props) but when I load them into the scene with this Code the Prefab has no shape I guess because its falling through the ground. Is this a Bug or I´m too stupid?
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http://www.kickjs.org/tool/shader_editor/shader_editor.html
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Just a matter of Time guys just wait
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[Steam 3.1] Model collision not working
DudeAwesome replied to YouGroove's topic in Leadwerks Engine Bug Reports
jup it works. -
see http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/shape/ dont know how to do this from editorside (I prefer coding those things)
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Just wanting to meet the community.
DudeAwesome replied to drumwrist0123's topic in General Discussion
real games coming when LE3 has cpp support. -
[LE 3.1 Steam] Auto save when running map
DudeAwesome replied to YouGroove's topic in Leadwerks Engine Bug Reports
I guess its not a bug. autosave means it will save your map all X minutes automaticly. on run it have to save the map to compile it. -
thats exactly what I dont want. this is just uncomfortable. its not a project management issue for me. exactly. this button in the mainmenu (e.g between the run buttons) would be nice. so I dont have to search the scripts and just can press this button to see the scripteditor with my last edited scripts. so what we want is a 1-click-solution to open the editor
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I just want a quick access to the Script Editor. I dont want to search my scripts. I dont want to click through the SceneRoot. I just will press one Button and *tada* there is my script editor and my previous edited scripts are opened. I just dont like to waste time in bad/unfinished designed user interfaces and like to give suggestions how to make them better to increase the usability and the workflow. I dont believe that you dont understand this suggestion. sure its no super important feature but this is a suggestion to increase the workflow a lot because you dont waste time by clicking and searching again... and again... and...... again. And I dont think that there only one or two people that would like something like this. He also was confused how to open the ScriptEditor http://www.leadwerks.com/werkspace/topic/8341-indie-edition-question/#entry65140 btw: a button that just opens the script editor may cost 5 minute of coding time to integrate this into leadwerks.
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open App.lua there is a line like local window = Window:Create(self.title) just edit to local window = Window:Create(self.title, 0,0,x,y,Window.FullScreen) x and y = screensize like FullHD = 1920, 1080 note that the resolution is related to your hardware the scripteditor is a little bit hidden. I hope we get a Script Editor Button soon. To open the editor Run the game in debug mode or open a lua file in the filebrowser.
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I really would like to have a ScriptEditor-Button to get quick access to my code. its annoying to search every lua file all the time to open the script editor or run the game to open it quickly.
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+1 with App.lua tab default opened
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roll the ball ... unfortunately not as long as I want ;)
DudeAwesome replied to Alex88's topic in Programming
why you dont use a sphere created in Leadwerks instead of the ball from blender? -
Getting a collection of Entities through RayCast
DudeAwesome replied to Joshua's topic in Programming
you wanna pick entities behind entities? just do a Pick() and SetPickMode() to 0 from the entity you get from PickInfo and do it again for int x= max deep -
try do select Box as shape and press "fit" that should work. You can do a custom shape also but that only means that the shape is a copy of the models itsself. So it cost more rendertime and may drops some frames on complicated models. If you want an exact shape use a custom shape but in this case I would prefer box.
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Had the same problem yesterday. The default path is too long. even when I maximize the log in the script editor the path is cropped after some characters. You can fix this fast if you set C:/Leadwerks/ as project folder (if you are impatient like me ) only hope is to divine the error when you see the function behind
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if it is desired I would also do some tutorials using/explaining some functions from the api
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the sourcecode is available so its possible but you have to do it by yourself to extract your needed classes
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4. Linux/OSX support is coming so yes in the future. 5. you need a shader for that http://www.leadwerks.com/werkspace/files/file/459-subsurface-shader/ But I can not say how to implement real indirect (glowing) materials that glow/light the world up in realtime like real global illumination.
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sry about that but when I see that there is a new entry in the API I give it a try I would make it hidden until its implemented in the official version those things just confuse people when the API and the current build are asynchron btw: I tried this before josh said that it is coming next week, I just saw it in the API
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Whats about a nice gameplay demo created IN leadwerks and not a leadwerks demo should be also ok I guess?