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Brutile

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Posts posted by Brutile

  1. 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.

    • Upvote 1
  2. 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.

    • Upvote 2
  3. Keep in mind you will need to create sources for the other sounds being played for Jump, damage, etc... if you want to control their volume.

     

    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.

  4. 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.

  5. So I just updated and now I am experiencing a weird glitch. No matter what I do or add in even on starting a new project I experience weird graphical errors like the engine can't process all the graphics in the game. Even if I just add in fps player, water, day night and a single terrain texture I get this.

     

    Not sure how much help I can be with this, but does this happen with just a camera and a CSG floor? You say it happens with the water and day night cycle, so it's possible it could just be an issue with one of these things.

  6. The example you specified would look like (you don't need the comments, but I use them so I know which is which):

     

    --brush prop = 10
    Collision:SetResponse(10, Collision.Debris, Collision.Collide)
    

     

    Just list them out as you need them. By default they should all be set to Collision.None, so you don't need to write them all out, but sometimes it helps to understand what is colliding and what isn't.

     

    Then assign the type to your object:

     

    self.entity:SetCollisionType(10)
    

  7. I have a player and an enemy. The player has a mass of 10 and the enemy has a mass of 1. When the enemy isn't moving, I can push it, but if the enemy is moving using GoToPoint or SetInput, it doesn't budge. But if it is in the air, I can.

     

    Anyone know why? Or how to fix this?

    It's not a huge deal, but if it's a bug, then it's better to get it out there.

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