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Rick

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Everything posted by Rick

  1. Rick

    Zelrio

  2. Rick

    Zelrio

  3. Rick

    Zelrio

  4. Rick

    urWorld

  5. Rick

    urWorld

  6. Rick

    urWorld

  7. Rick

    urWorld

  8. Rick

    urWorld

  9. When it comes to desktop UI's I generally don't get anything if it doesn't have some kind of visual editor. I would think you could make a visual editor with the UAK itself.
  10. Yes, I believe if the same model is dragged into the editor, it in instanced which means they share certain aspects, material being one of them. In code I believe the Copy() method you can specify if you want the material to be shared or not, but as far as I recall in the editor the only way was to make a totally different model (not prefab but model). I did at one point suggest to give us a way to specify when dragging models into the scene if they should be instanced or copied without material sharing. The reason for the way it is would be it's less resources to share that information.
  11. Rick

    Website Changes

    Speaking of consumers and things wanted or needed, I bought FPS weapon/arms pack on Unity Asset Store, import it into Unity, then go to the folder and pull out the fbx and texture files to import into LE4. Kind of sucks that this is the new normal but it's just the way things are these days as the Unity Asset store is the best place to get models. Anyway, now I was tasked with lining up the gun which is kind of a pain honestly. To get it perfect in game with minimal restarts I added code to the gun script that allows me to change the position/rotation/scale with some keys. Once I visually have it looking good I print out those values and then set them in the script. All this to say that perhaps the ability to set position/rotation/scale of things during run-time could be something to look into. Currently I'm using this idea to line up the hip fire position, the aiming down sights position, and when running I want to tilt the gun downward as well. Without being able to modify these values during run-time it would be a nightmare of change values, restart, rinse and repeat.
  12. Cool, I'm excited to try it out!
  13. Can you elaborate on the same output every time? Is each terrain tile the same? If not how would very terrain tile always be the same between runs if you can have infinite amount of them?
  14. Very nice. Are you able or willing to share the code for this? I always wanted something like this but couldn't get it to work. I want to store the data as it's being made in sqlite db so it's persistent.
  15. I'm using the FPSPlayer script which creates the camera. The FPS displays just fine, that's why it's confusing me.
  16. In LE4 I'm doing the below code but it's drawing the numbers all strange. I remember this being a common thing back in the day but can't recall the solution. It's like the screen isn't getting cleared or something. I'm using the FPS template and have this in the FPSGun.lua script. function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:DrawText(tonumber(string.format("%.3f", self.offset.x)), 10, 100) context:DrawText(tonumber(string.format("%.3f", self.offset.y)), 10, 120) context:DrawText(tonumber(string.format("%.3f", self.offset.z)), 10, 140) context:SetBlendMode(Blend.Solid) end
  17. If I recall brushes get collapsed unless it has a script attached to it. I assume the script above is NOT on the brush in question so the brush got collapsed which results in not being able to get an instance of the brush (which must be causing LE to just close). Put an empty script on the brush called Box and try this again.
  18. @Slastraf I would imagine you're recycling 9 chunks? If you make 8 copies of the 1 terrain model then as the player moves around I would think you could just reuse the ones the player is furthest away from so then you only need to call Copy() during initialization of your game right?
  19. It's been awhile since I've done that but search for maybe "terrain manipulation" or raising lowering terrain on the forums here and you'll probably find something.
  20. What is actually causing the little pause? Is it the creation of the flat mesh itself? Is it manipulating the terrain mesh in 1 iteration? Off the top of my head I would copy the flat terrain mesh, which should be instant and I don't think cause a pause, and then as you're manipulating the vertices of the terrain that would have to be done over multiple frames so there is no noticeable pause. I think I did something like this back in the day and it was easiest to do in lua because of coroutines running over multiple frames. I was able to manipulate a handful of terrain vertices every loop before I'd yield out of the coroutine to give cycles back to the game so it didn't cause a noticeable pause.
  21. On the Marketing side of things, my wife recently became a realtor and what she's finding that works within the social media realm are short daily videos. People often think their videos or posts have to be very interesting but the reality is they don't. People like a "behind the scenes" view of things as long as it's about 30 seconds or less. She's finding that a lot of people just don't want to be in front of a camera or put the time or energy into doing that and so their social media presence fails. In the social media realm text loses to video every time. Nobody wants to just read text on social media, the exception being if it's a meme that has about 1-3 sentences on it but a short video (and people will look at the length before watching or as they are watching) works really well for driving engagement for her.
  22. Rick

    Unique entity ID

    I promise you I did not say the above quoted lol
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