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Posts posted by Brutile
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I made the highscore in the ball level and recorded my playthrough.
Gonna start attempting the car level now.
Is there any negotiation around the prizes? I don't like either of the 1st place games (not saying I'm going to win or anything). I'd just much prefer the 2nd place prizes.
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@shadmar That looks like it'll do the trick!
@Genebris That would work in most cases, but if the surface has more than one surface, it won't work.
Thanks everyone!
Edit: My final solution is to get the face from the Pick, then get the material from the face, just in case anyone is reading this in the future with the same question.
More info here http://www.leadwerks.com/werkspace/page/api-reference/_/pickinfo/
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That works, thanks.
Its not ideal, but there's probably no other way.
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I'm trying to get the material of a raycast entity, but It won't let me get the material of a CSG as I'm pretty sure the geometry gets combined for optimization. Is there a way to get the material from a CSG?
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Dude, that's sick! Can't wait to see those models in a game
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I'm impressed! Really atmospheric
That old man was creepy. He just appeared out of nowhere. Was not expecting it at all.
Is there a way past the path as you follow the man? He got to the end and disappeared and there was an invisible wall blocking me.
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Single monitor
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I get that too, except mine is off to the right
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When I made my game for the tournament, I changed some post effect scripts, because the bloom was way too strong. When I published my game, the bloom got put back to default. What gives?
I tried publishing as standalone and it's fine, but not on the steam workshop.
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I haven't used 3ds Max for a while now, but I remember there was a setting in the export popup to include animations. Might be a good idea to check those export settings to make sure you haven't missed anything.
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@Josh can you please investigate this? Nothing should ever physically collide with a trigger.
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Did you know you can hold shift to speed up the camera?
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I'm just guessing here, but probably something like:
local fpsLimit = 30.0 local deltaTime = 1.0 / Time:UPS() local limitedRate = 1.0 / fpsLimit if deltaTime < limitedRate then Time:Delay((limitedRate - deltaTime) * 1000) end
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I think it's more reasonable to expect the user to modify and extend existing games rather than create something new from scratch.
Just don't forget those of us who do want to create something from scratch
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I've noticed that when using SweptCollisionMode, the entity will collide with triggers. If I turn it off, it doesn't collide, but then I fall through platforms when I jump, so I need to have it.
I've also noticed that setting PickMode to 0 doesn't do what it says. I'm still getting them in the pick.
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I recorded a short demo of what is happening. I also enabled wireframe so you can see what I mean about the seam between the triangles.
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Yep. Put a whole bunch of smaller boxes and it's like one of those car testing tracks (but flat). The ball just gets stuck on them.
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Unfortunately, those didn't work.
I'm convinced there's a correlation between the ball falling through and the seam where the two trianges meet to create the polygon of the surface.
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Thanks, I'll try those
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I decided to make a mini golf game for the game tournament, but I'm being haunted by some physics bug. I have a ball that is 0.1 scale and after it gets hit, once it gets to a specific point, it falls throught the floor. It happens without fail. The hotspot seems to be in the middle of the CSG where the two triangles meet. Even when I scale the ball to 1, it doesn't fall through the floor, but it does hit a bump and put it off course.
Here's my script in case you can see anything that might be wrong.
Script.mouseSensitivity = 2.0 Script.camOffset = Vec3(0, 1, -3) Script.camSmoothing = 10.0 Script.hitForce = 350 function Script:Start() --initialize camera self.camera = Camera:Create() self.camera:SetFOV(70) self.camera:SetRange(0.05, 1000) self.camera:SetMultisampleMode((System:GetProperty("multisample", "4"))) self.camera:SetRotation(self.entity:GetRotation(true)) self.camera:SetPosition(self.entity:GetPosition(true) + self.camOffset) --add listener as camera self.listener = Listener:Create(self.camera) --create player model self.entity:SetPosition(self.entity:GetPosition(true) + Vec3(0, 0.1, 0), true) self.model = Model:Sphere() self.model:SetScale(0.1, 0.1, 0.1) self.model:SetPosition(self.entity:GetPosition(true), true) self.model:SetParent(self.entity) self.model:SetColor(1,1,1) --setup ball physics self.entity:SetMass(1) self.entity:SetFriction(0.1, 0.1) self.entity:SetSweptCollisionMode(true) --Create a shape local shape = Shape:Sphere(0,0,0, 0,0,0, 0.1,0.1,0.1) self.entity:SetShape(shape) shape:Release() --set collision type of player self.entity:SetCollisionType(Collision.Prop) local window = Window:GetCurrent() local context = Context:GetCurrent() window:SetMousePosition(Math:Round(context:GetWidth() / 2), Math:Round(context:GetHeight() / 2)) self.mouseDifference = Vec3(0, 0, 0) self.camRotation = Vec3(0, 0, 0) self.camera:SetRotation(self.camRotation) end function Script:UpdateWorld() local window = Window:GetCurrent() local context = Context:GetCurrent() --mouse look self.currentMousePos = window:GetMousePosition() window:SetMousePosition(Math:Round(context:GetWidth() / 2), Math:Round(context:GetHeight() / 2)) self.currentMousePos.x = Math:Round(self.currentMousePos.x) self.currentMousePos.y = Math:Round(self.currentMousePos.y) self.mouseDifference.x = Math:Curve(self.currentMousePos.x - Math:Round(context:GetWidth() / 2), self.mouseDifference.x, 3) self.mouseDifference.y = Math:Curve(self.currentMousePos.y - Math:Round(context:GetHeight() / 2), self.mouseDifference.y, 3) self.camRotation.x = Math:Clamp(self.camRotation.x + self.mouseDifference.y / self.mouseSensitivity, 0, 70) self.camRotation.y = self.camRotation.y + (self.mouseDifference.x / self.mouseSensitivity) --camera orbit around ball self.camera:SetRotation(self.camRotation) self.camera:SetPosition(self.entity:GetPosition(true), true) self.camera:Move(self.camOffset) --hit the ball if window:MouseHit(1) then local c = self.camera:GetPosition(true) local p = self.entity:GetPosition(true) local dir = p - Vec3(c.x, p.y, c.z) dir = dir:Normalize() * self.hitForce self.entity:AddForce(dir) end end
All I did was create a new map, added a pivot at 0,0,0 with this script assigned, then created a CSG cube at pos: 0, -16, 2688 and size: 512cm, 32cm, 5888cm.
Hit the ball without moving the mouse and it will get half way down and fall through.
I even tried a small 512x512 floor with walls and just hit it around. Eventually it would fall through.
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If you can't find a way in the editor, you could do it at runtime. Just do a whole bunch of raycasts downwards at random positions to get the position to spawn them.
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Yeah, It's Nvidia. I have the latest driver.
I'll just work around it, especially if it's only happening to me.
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How do I re-render the shadowmap?
Dynamic shadows fix it, but I'd rather not.
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Strange, I haven't seen this bug outside of Leadwerks. I'll try to work around it, but it's a little frustrating when you can't take decent screenshots because of it.
Win Steam keys - On the road again tournament.
in General Discussion
Posted
Here is the car level. This one took ages to upload. Its still processing for some reason, so just give it some time.