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Showing results for tags 'editor'.
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Playing around with a script that allows the user to pick a color from the object panel to be used with a shader. Setting the initial value of the color works as expected and fills out the property panel correctly: Script.MyColor = Vec4(1,0,0,1)--Color "MyColor" But if the color property is modified via the panel, then it will return a number based on the 0-255 scale which will fail in the shader. In an attempt to work around this, I changed my initial value to: Script.MyColor = Vec4(255,0,0,255)--Color "MyColor" which results in this: which gives weird property panel results and still would be unuseable in my shader without dividing each component by 255. Since I have no viable method to determine if the color is being set by default or by the color picker, the returned color needs to be on a 0-1 scale to work properly. example script: Script.MyColor = Vec4(1,0,0,1)--Color "MyColor" function Script:Start() local color = self.MyColor System:Print(color.r..", "..color.g..", "..color.b..", "..color.a) self.entity:SetColor(color) end
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- editor
- script properties
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Hello, Ive been working off and on on learning the in and out of Leadwerks but I am running into a problem when it comes to scripting in lua. You see while I understand the basic syntax of the language I am having trouble using the built in editor due to the fact that I am having trouble with the technical command terms. I have a hard time with spelling some of these terms like transform and others I simply cant remember if they even exist without combing through the wiki. So does the built in editor have a option to bring up a list of suggested commands like if one types in a "t" it will bring up a list of all commands that begin with the letter t. Or is there another editor all together exist that will do this? Basically I need this to be idiot proofed, thanks.
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Is there a way when you hit F5/F6 to debug/run the game while in the editor for it to not override the initial scene load? I only just noticed this as I am trying to debug an issue with the function hook with Map:Load that I'm having. Considering once running you can change scene readily enough I'd assume its simple enough to do except I just don't know how. I'd rather not keep reloading different maps in the editor as it would slow down my work flow considerably. edit: I think there may also be an error in the Map:Load docs too though probably unrelated to what I'm doing. I think where it says hookname it is actually referring to extra
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In the Leadwerks editor it use to have the bottom console visible by default or hidden if you hide it. Now its always hidden when you load the editor regardless of what you set it at previously. Many times I start the editor and load my map and miss all the red text telling me things are potentially wrong. I would request an option or the ability to keep the position of the editor console constant between sessions.
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So after a day of having the Indie version I took the plunge and took the cash from my rent money and upgraded to the standard edition (via steam).. so I opened the App.cpp in V studio compiled it and opened the LeadWerks editor to throw a floor and some walls down.. I noticed I had to save the map as start.map manually and when I tried to run the project I get a failed to launch error the .exe file. The only way I can run the file is through the debug command in the Leadwerks editor program and none of my changes can be seen. When I use the debug command in the LeadWerks editor I get this warning Lua sandboxing disabled. I was hoping that I could drag and drop assets on to the map with the leadwerks editor and then do what ever coding i need to in lua and C++ like I have seen stated around here somewhere. At the moment the only way I can see that I can put assets on a map is to hard code them in C++ myself... I only upgraded because I thought that I would be able to drag drop assets and to code the stuff I want to in C++ etc etc.. Is this an error or is C++ for hard coding only?
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at rendermode textured in 3d view the skybox show random merterials if the camera rotate at yaw.
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if u cut/copy paste a folded function it paste only the first row. then it look chaos. it happens as i want cut copy/paste the start function to the top. in other editors i can copy/paste folded rows.
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hello, it seems the nav mesh is not generated at my stair modells , this models using a polymesh collision. (the ai can not find me.)
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hello, is there a way to group models in the scene tab tree view in a folder?
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this part is not stable, the editor exit after ok.
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Hello Everyone! I recently purchased the Indie Edition of Leadwerks off of Steam, and have been enjoying it. I noticed that I can't orbit / look around in the perspective editor, unlike the documentation says. Has this happened to anyone else? Thanks. Edit: I also forgot to mention that when I try to use "Debug" mode, I only get the script editor window, and no game appears. Anyone else?
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Hi All, I have a door frame and door model that I'm creating a prefab from. Both the door and frame models are larger than required, so inside the editor I dragged both objects into my world and applied a scaling factor to them. Then I dragged the door into the frame group, this all worked fine. However, when I attached the swinging door script to the door and activate it in game, the door goes back to the original scaling factor. I can solve this by scaling the models and reimporting them, but is this a bug because surely it obey the scaling factor as seen the in the WYSIWYG editor?
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- editor
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Hi, really weird but I came home from vacation and suddenly I can not pan, change camera direction, WASD keys not responding, holding middle mouse button and right mouse button not responding. I can not debug in editor. It opens the window but nothing happens. Tried to delete leadwerks and reinstall, same problem. I am kinda lost on this.
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I apologize if this has been asked before (I tried searching, but nothing useful has come up). Anyway, in the editor after I updated Leadwerks, I get this error repeated many times. Basically, my whole scene in the editor has no shadows. Error: Uniform "shadowmapsize" is not a vec2 value. Am I doing something wrong? (I'm not sure if this is bug or a new "feature"). Note that it does work in game with the same shaders and such (except DOF, but i doubt that has anything to do with it).
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I have a Lua script that has the following exposed property. Script.pawns = nil --entity "Pawns" The Pawns entity is a pivot used as a parent to several other entities. Inside the script, I use this reference to iterate through the children. childCount = self.pawns:CountChildren() for i=0, i<childCount-1, 1 do --Some action end This normally works great, but I've had three occurances of this reference suddenly reading as nil when no change occurred in the script, and the UI for the exposed property still shows the Pawns entity being linked. Once this nil error occurs, nothing short of deleting the Pawns pivot, creating a new pivot and re-parenting all my child entities, and re-linking the Pawns property corrects the problem. I have tried un-linking and re-linking the reference, removing and re-adding the script, nothing else seems to work, and I've made no change to warrent reference failure.
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When editing an objects position, rotation, or scale from the General tab of the editor, it would really be nice to be able to copy and paste vectors instead of each axis individually.
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Prefab invisible and not pick-able in editor
bandrewk posted a topic in Leadwerks Engine Bug Reports
Sometimes prefabs turn invisible for me and are unable to be picked in the editor. I attached an example that contains just CSG. I'm not entirely sure how to reproduce this as it happens in a kind of random manner, but maybe you can spot something wrong in the attached file. Thank you. square.zip -
Hi, the scene browser does not display a horizontal scroll-bar when the hierarchy grows in width: Thank you
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Steps to reproduce ; Tools > Options Under editor Font will say <None> click and select "DejaVu Sans Mono" 12pt Click ok Now re open the Menu Tools > Options and the entire editor crashes Other fonts gives different results - "Tlwg Typist" font instance sometimes causes an instant crash and some times you can repeat the above steps 10 times before it crashes. At first I suspected font with spaces in the names but even one word ones sometimes crashes.
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Quick question, what is the execution order of Lua scripts? For example, if I have a scene with 3 entities with Lua scripts, is the Lua script of the entity that is listed first always called first? I apologize if this is a repeated question since this sounds pretty basic, I tried searching but I couldn't find anything
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Ok so I've decided to make my own project to practice on learning how to use the engine. In the sample project 'MyGame', the camera placed using the editor had wireframe showing the viewing frustum. But in my new project when I add a camera using the editor, the frustum is gone. How do I make the frustum reappear? EDIT: Huh I restarted the editor and the camera got its frustum back.
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Hello, we are experiencing a quite critical bug that concerns the scene browser, it for some reasons stops drawing new entries and just displays a large white area. This occurs on the latest steam and standalone build, tested on multiple computers. We are hoping for a fast fix as this basically stops us from working on the level design. Here is a picture of the problem: Thank you!
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Hello, since the last update the camera clipping range in the editor is too low. We are not able to work efficiently on our level with a size of 2048x2048 as some parts of the level are always clipped. Please increase it or make it an option in the settings dialog. Cheers, Bryan