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Brutile

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Everything posted by Brutile

  1. It was already installed. I also have 2013 and it does the same thing
  2. I can't get my laptop to run the exe. It loads, but closes instantly. It's a GT540M. It uses switchable graphics, so I created a performance profile with high-performance setting. I also manually run it as high-performance. I get an error when I don't run in high performance: "The application was unable to start correctly (0xc000007b). Click ok to close", but nothing when in high performance, It just closes. I don't have steam or leadwerks installed. Is this the problem? you would expect to be able to run without it though. Any ideas?
  3. Is it possible to create a custom shape for collision without using Shape::PolyMesh(surface)? It seems like a waste creating the surface just to create a shape from it. Can I make the shape in a similar way to creating a surface? Because Shape::PolyMesh is slowing my game down. More Info: I am trying to create a minecraft-like voxel terrain, but I am stuck at performance. I could increase framerate by making the chunks bigger, but then it stutters from the time it takes to create collision. If I reduce the chunk size, it makes collision creation smoother, but the draw calls increases and framerate drops. PS. I've done everything I can to reduce the poly count in the chunks, so there is nothing much I can do to improve things. The only bottleneck I have is the shape creation, which I have no control over. That is why I ask.
  4. You shouldn't need any files. Just create a CSG and add the swinging door script that comes default. Maybe line the door up with a developer texture, so you can see that it doesn't line up when you close it.
  5. I kinda want to try it using resizing... See what happens. I'll most likely just fall through the floor a lot.
  6. I agree YouGrove, I've done custom character controllers in Unity, so maybe I'll try to make one in Leadwerks. Couldn't you just scale the capsule? or do you have to use multiple physics shapes?
  7. Ok, If I give the door a mass of about 70, it will close fully and will not move when props interact with it. Would be good to get this issue sorted, but I found a solution, so I'm not in any hurry
  8. I also just found out that if you pick up a prop and push it against the door, the door will move towards to prop instead of away. Y U no physics properly? lol And when it does this, it doesn't even follow the rules of a hinge. The object moves, not just rotates.
  9. I have a door that uses a hinge joint, but when the door is closed it doesn't go back to 0. It always stays around 1 degree from 0, and you have to walk into it to push it to 0. This makes my doors look really bad, and there's no fix that I can come up with because you can't force the hinge to go to 0.
  10. Thanks for the suggestions. I'll try them out when I get a chance
  11. I have a fairly complex object that can be picked up, so to avoid frustration getting the mouse in the right spot, I want to use my collision object for the Pick(). Can this be done?
  12. That's quite limiting... Hope it gets updated some day. It's kinda limiting. I had an idea, now I have to change it
  13. That's what I was doing wrong... I didn't have the collision parented. It works now, thanks!
  14. I know about the crouch setting, I want to change the heights for standing and crouching, because even when crouching, the gap is too small to fit under. And if the gap was made bigger, it would look very out of place.
  15. Is there a way to set custom heights for the character controller? I have a vent I want to be able to crouch under, but the default controller doesn't go low enough.
  16. It works with a "Box" shape assigned, but what if I wanted a custom collider?
  17. How do you make an object usable for the pickup system in the FPSPlayer script? I've made the object a rigidbody and a prop type, and I've set a mass, but I can't pick it up. Anyone know how to get this working? My object structure is: STATIC_MESH collision cube The properties were set on the STATIC_MESH object
  18. void Build() { if (model == NULL) { model = Model::Create(); model->Move(xPosition, 0, zPosition); surface = model->AddSurface(); surface->SetMaterial(material); } else { surface->Clear(); } CreateSurface(); // adds verts and tris to the surface model->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB | Entity::RecursiveAABB); } That's the basic logic of it. The model starts off NULL, then it is created. Then when it is rebuilt, it should clear the surface, then start adding verts and tris to it.
  19. No, not on the shape, on the mesh/surface. You can create multiple surfaces for one model, but you can only set one of those surfaces as the shape for the model. I'd like to be able to create just one surface that has multiple materials. Or alternatively, somehow add a combination of all the surfaces in a model as the shape. I can see where the confusion is... When I said shape, I meant a shape, like level geometry, eg cube, cylinder, etc.
  20. I know that much. The problem with doing things that way is (as far as I know) you can only set a single surface as the shape/collider for that model. Other engines use sub-meshes where you have one main mesh, then add triangles with an ID that have different materials. I just want to know what goes on when you do this in the editor, so I can do it in-game.
  21. You know how in the editor, you can create a shape, add a material, then select a face and add a different material to it? How would I do that using code? I know I can create multiple surfaces in a model, but then you dont have the entire mesh to set as the collision shape and things get messy. Basically, I want to know how to create a mesh with multiple materials and set the whole mesh as the collider for the model.
  22. I've been having all sorts of problems with procedurally generated mesh not being updated. I found the cause, but don't know how to fix it. Basically, I want to update a model and replace the existing surface with a new one, but there is no remove surface command. I've tried Surface->Clear() and I've tried Surface->Release() then created a new surface, but it doesn't get rid of the surface, I'm still left with the surface I can't remove. I could just make a whole new model, but it seems logical to be able to remove a surface and create a new one in its place.
  23. Only thing is, I don't know which entity it's going to be. I'd have to do up to 9 pick checks for each chunk around the player. So updating the surface is probably better for what I'm doing
  24. Oh, I see what you mean about recalculating blocks. I left out surface->Update(), which it needs to calculate the pick. it is now 0 to 1 ms. I just need to update the surface in a new update cycle so the frames don't drop
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