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Posts posted by Brutile
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Well that's just copy & paste from FPSGun.lua script. I have not altered this.
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.
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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.
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But this is only happening with water right? Maybe there's just something in the water's shader that isn't compatible with AMD. If we can narrow it down to a line of code, then it will help AMD to find the issue.
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You can lower the volume using this
http://www.leadwerks.com/werkspace/page/api-reference/_/source/sourcesetvolume-r318
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Also change out the mouse pointer from an arrow to a small dot.
If I'm not mistaken, the mouse pointer is only from the recording software. It records it whether its hidden or not
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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.
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- Some wood chip particle effects would be good.
- Maybe the tree could break into wood logs that you can collect.
- The tree could have different stages of damage where it would look partly chopped.
Looking good so far
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But the problem is; the player and enemy both use SetInput to move, and the player has a much higher mass and movement speed, so therefore the player should be able to push the enemy, not just get stuck on it.
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Ah, I see.
You should use black fog to make it look like the screenshot above.
I'm pretty sure Shadmar has made a fog shader you can use.
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So... You want light, but don't want light.
And you want colored light, but don't want colored light.
I'm confused O.o
Is it emissive materials you're after, so it only affects the torches?
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Terrains will always have the same poly count, as they are using a heighmap, but since Leadwerks uses that anti-texture-stretch thing, it may be slightly move expensive. I doubt it would be worth worrying about though.
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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)
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You can define your own collision types
http://www.leadwerks.com/werkspace/topic/11744-defining-new-collision-constantstypes/#entry84834
And yes, the 'prop' object would collide with 'debris' according to the collision chart
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I'm not sure how well this would work with physics and collision, but you could probably get away with using Move, Translate, or just SetPosition
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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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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.