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Brutile

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Everything posted by Brutile

  1. It doesn't ask, but you can still use it. Go to your Root>Projects>Windows(or Linux) and you will have your C++ project. Open it up in VS and away you go same as before.
  2. Are you able to send me a code snippet of what you have? It'd be a lot quicker than trying to learn it from scratch.
  3. Can you post an image of your prefab? I'm having a hard time understanding what you mean, but it sound like the walls and floor are children of the prefab, so are moving when you move the prefab.
  4. I haven't really done much with audio, but I'll try to spend some time looking into it. I take it this is for your lip syncing mechanism?
  5. I'd never heard of Dark Blender until now. I'll have to check it out
  6. I think it should act the same as placing a primitive object.
  7. For the first question, look at the API for surface: http://www.leadwerks.com/werkspace/page/api-reference/_/surface/ I can't give you a detailed answer on how to do it though, sorry. For the second question, the FPS template uses this code to hide the player. You can do the same with the helmet. local material = Material:Create() material:SetBlendMode(5)--Blend.Invisible self.entity:SetMaterial(material) material:Release() self.entity:SetShadowMode(0)
  8. I think I might be onto something. I can't upload my game, but you can use the FPS template to recreate it. 1. Create a new project based on the FPS template. 2. Delete the camera and directional light. 3. Place the player. 4. Add either a point or spot light. 5. Give the cube some mass. 6. Load the game and move the cube. You should be able to see that the shadow doesn't move with the cube. Change the cube to dynamic shadows, then you will see the fps drop. While the directional light always has shadow polygons being rendered, with a point light, it is 0 until the object moves. It seems like its baking the entire scene when something moves.
  9. Sorry Josh, I live in Australia. Uploading 300mb would literally take a whole day. Can someone else with the same problem upload theirs? I was trying to find out why this was happening, so I loaded up the example project. I matched everything the same, but for some reason, mine is being weird. Using the same settings, my rigidbody props would cast static shadows that would be baked into the scene and would stay there even when the prop moves. I will investigate further. The only thing different is the materials, so I'll have a look and see if I can find anything there.
  10. Have a look at the first three in the playlist.
  11. I'd recommend searching through the code and find all occurrences where the hurt function is called. See if you can spot anything that shouldn't be happening.
  12. The only thing I can see wrong with it is that you have local variables that haven't been created with the "local" keyword. Script.respawnPoint = "" -- entity "Resspawn point" function Script:Collision (entity, position, normal, speed) if (entity:GetKeyValue ("name") == "Player") then local spawnpos = self.respawnPoint:GetPosition() entity:SetPosition(spawnpos) local spawnRot = self.respawnPoint:GetRotation() entity.script.camRotation = spawnRot end end
  13. More progress. The bunker has turned into a subway! I have plans for the gameplay to be like COD:Zombies. Let me know what you think.
  14. I can confirm it's not just trees. I have a scene that runs at 100fps. When I shoot at the enemy I have, he stars chasing me. At that point, it drops to 30fps. When I kill him, it goes back to 100fps. When I collide with his dead body (just a cylinder) the fps drops back to 30. Edit: I believe it has to do with the dynamic shadows. When there is 1 light and something moves that casts shadows, the fps drops to 50. The same scene with 2 lights drops to 30. Edit: Making the lights Static only, the frame rate stays at 100.
  15. What you've done looks awesome. I'm actually jealous You could try to add some support beams and/or some skirting to the walls. I've seen a few level design videos on YouTube that explain how to break up surfaces so they don't look plain, but I don't have any to link to. FYI, there's a full stop at the end of the link that shouldn't be there.
  16. I have a doorway that I want blocked off to the player, but still allowing the AI to pass through. Is there a way of doing this? Is there some way of disabling collision for certain entities? I had a thought that if I could enable debris collision for the player, I could make the barrier a collision type of debris. That way other entities could still pass through, as debris usually doesn't have collision. I tried using a simple, one-way plane mesh, but when exiting from the backface, the AI would get launched forwards. Any ideas?
  17. That code usually goes in the Start function, just after you create the camera (That is, if you create the camera at runtime)
  18. Where ever your "Hurt" function is, put in: if self.health <= 0 then return end at the top. That will stop Respawn() from being called multiple times
  19. Are you able to get a screenshot of it? It can be a bit shimmery if you don't have anti-aliasing turned on (I'd recommend setting it to 4). http://www.leadwerks.com/werkspace/page/api-reference/_/camera/camerasetmultisamplemode-r802
  20. It could be that you have: function Script:GoToPoint(destination1) self.destination = destination1 System:Print( ">>is moving") end This function has the same name as the one you use for pathfinding. Try changing this to something else. I also noticed that you have a camera pick in the player and the camera script, which look like they are trying to do the same thing (It doesn't seem like an issue, but I though you should know).
  21. Yes, that's what I'm trying to do, but I'm saying it should be quicker. Ctrl to select multiple faces is how I've been doing it, but you still either need to drag the material on, press the apply material button, or press Ctrl + P. When you're trying to work fast, Ctrl + P is a terrible shortcut, as you need to take your hand off the mouse to get to it.
  22. I've been starting to implement decals, and I must say, they are extremely nice to use, but I have a couple of questions. Firstly, is there a way to make the decal one-directional? At the moment, it is projecting as a cube. As you can see in the image below, the decal is wrapping to the other edge of the wall, and that's not something I want happening. Secondly, is there a way to stop normals and specularity showing through the decal? This makes it look shiny, which I don't want. Edit: I've also noticed that if you scale them down, they seem to become more transparent. How do I scale down the decals properly? Edit: I've discovered that scaling the x and y, and leaving the z at 1 solves the transparency issue, but causes some artifacts when transparent parts are covering bumpy surfaces.
  23. Is there any way I can use a table/list in the inspector/properties panel? I want to be able to allow someone to add any number of weapon prefab paths without hard coding a set number of them.
  24. Ok, so I had to make the "Cast Shadows" property "Static + Dynamic" instead of "Static + Dynamic + Buffered". Seems to have done the trick
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