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Papa Beans

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Everything posted by Papa Beans

  1. Whenever you copy and paste things in leadwerks 3.2 it tends to offset it a bit. Not only does it offset it, but it doesn't stick to the grid. This makes it very complex to copy and paste,(expecially with CSG's). Could you change it so that when you copy and paste it locks onto the grid? Would be nice.
  2. Hey guys, I was wondering if you can increase the draw distance (how far away you can see something) of shadows and of textures. Simple question, but is it a complex answer? Thanks, Cody
  3. For some reason there are dots on the landscape textures. Is there a fix to this? www.youtube.com/embed/KyVyzN9EiGQ SOLUTION:
  4. Been messing around with it and I'm making good headway. So far no one has joined in on helping! Does nobody have the extra time?
  5. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  6. I found that also! I didn't know that it still worked though, thanks.
  7. Thank you for that, I will look into it. I've been looking into RakNet lately, doesn't look like an easy feat. I am hoping to learn a lot from this, and that others can learn a lot from it also. I am glad to know that someone has gotten it working (although you have many years experience). If it proves too difficult ill pay for the C++ version, but I'm not a rich kiddo. Coming from you saying that it's difficult I will rethink it, thank you. EDIT:: Isn't RakNet only C++ compatible?
  8. Just wondering if its possible. Like in this instance: http://gyazo.com/beaf4f77ce9c11bcc84f9c6b5239f215 [the above is a photo] Thank you EDIT:: For anyone wondering you need to go to the Assets tab, then drag one object onto another. Like this: http://gyazo.com/9c2ee28ed1f95cced94372daa7f50d7b Forgot to say it. But what he said.
  9. Right now it's lua based. Multiplayer Will be done in leadwerks to get proportions correct. Its real life, not cartoony. And no completion time. Thank you for questions, keep em coming!
  10. I don't see a reason why there can't be two. I would just like to let anyone who wants the experience to be able to contribute.
  11. Hey guys! It's me Cody here. I have been messing around a lot with Leadwerks 3, mostly programming. I want to start a small game project, and get a feel of what it's like collaberating with other people with the same interests. As much as I hate to say it, I know what type of game I would like to make. The only reason I want to make this type of game is because it is quite simple, a FPS. I think that this would be the easiest one to make because it has no story, lots of re-used props, etc. Right now I'm thinking that this will be a community project, if you would like to participate and help, then it would be very much so appreciated! If anywhere down the road a team develops and we decide to change that, then this post will be updated. Right now these are the positions I'm looking for: 3D Modeler(s) Concept Artist (?) Anyone with experience in animation in LE3 Level Designer 2D Artist (Splashes, scopes, etc.) ​ Now onto more of the game aspects. Anything with a (?) next to it is subject to change. As of right now we need these assets: - A male army character (doesnt need to be rigged or textured) - A female army character (doesnt need to be rigged or textured) - A fighter jet - Some Guns I would like for this to be more of a COD and Battle Field mix. I think it would be nice to have some more open world levels, and some closer combat levels... that way it appeals to both sides of the spectrum. This game will be modern, not futuristic, not past. Classes Medic: This classes main role will be to assist the other players. You will start out with a basic health pack that you can heal other players with. You will be carrying mostly (?) SMG's so that you can be more mobile. But how good is an army if they are all bleeding to death? Gunner: The gunners role is to shoot 'em all down. You will be carrying mostly Heavy Machine Guns and some (?) Light Machine Guns. Lock n' Load. CCQ: The name escapes me right now, but this will be your standard soldier who carries Assault Rifles, SMG's, and LMG's (Light machine guns). You will be the guy who rushes in, and takes out the enemy without fear. Sniper: Your standard sniper class. You get to be the guy who sits back, and blows some heads off! You start with a low damage sniper rifle. Anti "Quick Scoping" is a main thing I want to cover, this should be more realistic. Engineer: Your job is to repair the vehicles used in bigger maps. From planes to helicopters to humvee's its all you. The goal of this game is... wait. It's an FPS, there is no goal! This game will be multiplayer only (?). You unlock better weapons by buying them with in game currency. You collect this currency by how good you do in your matches. If there is anything that you have questions on please ask! Just in case you missed it at the top, Anything with a (?) next to it is subject to change. Thank you for your time reading this, the application process is below. First Name: Position Applying for: Long Term Or Short Term Help?: How much Time Do you Have?: Skype Name: [PM if not comfortable sharing] Email: [PM if not comfortable sharing] For one time helpers please PM me! You will be included in the credits / thanks. Edited for McBerto.
  12. Hello everyone! I hope that this isn't already posted, I looked but couldn't find a solution. I was curious if someone could make a full (from start to finish) tutorial on how to animate a character for use in Leadwerks Steam Edition. I am hoping for Lua but if you do it in C++ I guess I'll just buy the real version. Thanks alot, and sorry for the short post but I've gotta' run!
  13. Hello all! I have been inactive lately because of moving but have a quick question. I was wondering if anyone knows how the Oculus is implemented into game engines. Is it just a DLL you call from? Does it have its own API? Or does it need a "plugin" type thing to communicate with the engine. To Josh:: Maybe you can work with them to implement the Rift into Leadwerks? As a young indie dev I have tons of ideas for it but Leadwerks is the ONLY engine I would do it in. Thanks for your time guys. Cody Mihelich
  14. I have self.speed, it is a parameter in the script. Just wanted to show the basic idea. And I also realized that and changed to the Z axis, no cigar. And should I need physics for this? I did call it a character controller, and used the default shape.phy for the prefab. And I started this tonight so it is pretty hardcoded, but I put this in App.lua under the loop function if self.window:KeyHit(Key.W) then if truck.forward == true then truck.forward = false else truck.forward = true end end if self.window:KeyHit(Key.S) then if truck.back == true then truck.back = false else truck.back = true end end if self.window:KeyHit(Key.A) then if truck.left == true then truck.left = false else truck.left = true end end if self.window:KeyHit(Key.D) then if truck.right == true then truck.right = false else truck.right = true end end And then in the script attached to the truck I have Script.moveSpeed = 7.5 --int function Script:Start() forward = false left = false right = false back = false end function Script:UpdateWorld() end function Script:UpdatePhysics() end --[[ function Script:Collision(entity, position, normal, speed) end ]]-- --[[ function Script:Draw() end ]]-- --[[ function Script:DrawEach(camera) end ]]-- function Script:PostRender(context) if self.forward == true then -- Just moved this section down. Doesnt look like it even knows that the forward was toggled, yet my UI script does? --self.entity:AddForce(0,0,10) App.context:DrawText("Coming from truck.", 200, 220) end end --[[ function Script:Release() end ]]-- --[[ function Script:Cleanup() end ]]--
  15. HOW TO SOLVE: Lets say you use the material terrain_savannah_dirt as the bottom (or terrain) texture The dots will be there until you apply terrain_savannah_dirtdot3 as the normal texture. It removes the dots! Looks like it just needs a normal texture to read. Hope I helped!
  16. Hey guys, me again. I was curious how one would go about moving a bunch of objects all at once. Basically I decided to go with a car game as my first one. Just to get the hang of things. Now, in my editor you see this [its an image] http://gyazo.com/5094ed8b0529ac914a2675f5a3e879a1 [<<Click]. Then I go into the scripting area and the objects wont turn with --Script is bound to the 'truck' self.entity:Move(speed, 0,0) I have tried entity turn, and others but they dont wanna turn. How can I make them all turn at once (act like one object)? Thank you for your time, Cody Mihelich
  17. I will have a screenshot the next time I start my computer up. Lately I've been busy shoveling.
  18. Hey. Just a bug, but not sure if its for everyone so didn't feel the need to post in the bug reports section. My texture for dirt (when texture painting) has dots in the corner. I am not sure how to fix it but it is annoying. I've checked the actual texture file and there aren't dots. Thanks for your time, Cody Mihelich
  19. Im pretty sure you can do that in blender. I may not be recalling correctly.
  20. I don't think that it is possible to change the color of the main editor, or else I would. You should put this in the recomendations forum!
  21. Thank you. I find it a bit nicer to look at when my eyes are strained ^,^
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