Jump to content

Brutile

Members
  • Posts

    314
  • Joined

  • Last visited

Everything posted by Brutile

  1. You could always just use this http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entitypoint-r167
  2. I tried it again today after removing the spaces in my leadwerks project folder (and the recent update) and it worked. Not sure if the update had something to do with it, but I'm glad it worked.
  3. It's possible, but very difficult. Each room would be a prefab that would have doorways at different places. You would need to link each room by the doorways. You would need to stop rooms intersecting with one another and would need to make sure that you don't create dead ends that would stop you from getting to the end. I can't help you with this, as it is too big of a project just to help someone else do it, but this is something I may look into for one of my next projects.
  4. I have a space in the path to the project. Could this be the issue?
  5. How big is your map? does it lag with an empty map?
  6. What does your performance stats (Ctrl + Shift + Esc on windows) say when it's open. Is your memory getting full?
  7. I've just tried to upload the FPS Template, and also a blank project with absolutely no assets except a start map and the required scripts. Both failed. Also, does anyone else get the error if they cancel the publish? Another thing to note is that my LE install in not on my C drive. Is this potentially causing an issue?
  8. Do you get the message "Failed to publish file."? If so, I have a post here http://www.leadwerks.com/werkspace/topic/14233-failed-to-publish-file/
  9. Run the game in debug mode and let us know what line of code it's crashing on.
  10. When trying to upload my game to the workshop/game launcher, it starts uploading, then I get the error: "Failed to publish file." There's no error log or anything, so I have no idea what is happening. At first I thought it was timing out, because my internet was slow, but after reducing the file size, it just ends up erroring quicker. Just to note, this also happened in the last game tournament I tried to enter, so I couldn't upload my entry and just gave up. This time I really want to enter it, so getting past this error is a high priority.
  11. Actually for decals, you are better off using uncompressed. I've noticed some color bleeding around the edges if it uses any compression.
  12. From what little I know about Substance Designer, I'm pretty sure it uses black and white as transparency and opacity, and doesn't actually use the alpha channel. I could be wrong, but it might be something to check, because if there's no alpha channel in photoshop, then something is not right.
  13. Are you talking about all those extra html tags? If so, you get those for colored text, bold text, etc.So if you post raw text, it should show up ok. Don't know about the workaround you're talking about though.
  14. See this tutorial http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8 Scroll down half way to the collision heading. You want to open the model inspector and add an appropriate collision mesh in the physics menu. Polyderon or Poly Mesh would both be good options, but read what they do and decide what you prefer.
  15. Do you have collision meshes on the pipes? If you go view>show physics, you should be able to see if it does or not.
  16. Oh, so you're making a shmup? You don't need to worry about it then. Just keep what I said in mind though in case you ever reuse that code.
  17. Are you sure this works properly? It still doesn't look right to me. Isn't the pick just picking forwards in the global Z direction? Does it still work if you shoot from a different angle? The original was using the bullet velocity, which should be the global direction of the bullet, not just forward in global space if that makes sense.
  18. False will make your inputs and movements more responsive, but may cause screen tearing. True will make your inputs seem slightly delayed (you may or may not notice this), but you won't get screen tearing.
  19. I may be able to help you get started with making textures in GIMP. If you give me a model you want textured (not too complicated), I can make a texture for it and give you the GIMP file for you to see the layers and how I went about doing it. Its mostly just layering different noise and clouds to get different types of textures. Depending on the complexity, of course. Just make sure its UV unwrapped properly.
  20. I made an RTS camera script which adjusts its height above the terrain. You can download it from the workshop here http://www.leadwerks.com/werkspace/page/viewitem?fileid=617085158 Take a look at how I did it and feel free to re-purpose it for what you are making. You can change it to increase and decrease the height when pressing up and down.
  21. You don't necessarily need to have multiple sources. You could just use the SetSound function and change which sound to play. Not sure if this would cut off the sound if there was already one playing though.
  22. All this is in the API. It's rather well documented, although some of the names of things are a little confusing. I can't say for Macklebee, but I just read the API to find an example, then use the example in my own code. It's also partly experience. I learnt everything by experimenting and looking at examples.
  23. It is possible that Josh has made the Vec3 operators (+, -, *, etc) work this way. It just didn't look right to me. You can always double check by printing the original position, then printing the new position.
  24. I only took a brief look at this, but I noticed some things that could be the problem. 1. Collision.Projectile only collides with scene and prop 2. bullet.position + travel... A Vec3 + float doesn't get the forward direction as far as I know. I may be wrong, but these are some suggestions.
×
×
  • Create New...