Jump to content

Angelwolf

Members
  • Posts

    262
  • Joined

  • Last visited

Everything posted by Angelwolf

  1. Not sure exactly what you're asking here. If you sold your game via a platform (eg, Steam) then you'd receive payment from Valve less a cut of their fees. If you sold via your own website then your own commerce system should do this instead, depending how you have it set up. I once used an eCommerce system which simply routed payment via PayPal.
  2. Sounds like you put a mass value on the pivot, not the cube. The cube will also need a script attached to it, but nothing written in the script. An empty script, if you will. Also if you use joints and have a mass less than 10, the door will fly about because it doesnt know if you want to open a joint or pick up an object.
  3. Ive never tried this but I have an idea. Make a pivot for a hinge and add the door to it as a child. Set the door mass to something less than 10. Objects with a mass less than 10 can be picked up by the player, but given its attached to the hinge it should move in only the ways the hinge permits it. Like I say, total guess work but perhaps worth a try. Also, if I remember correctly, the numbers used for hinges are very finnicky, down to decimal points.
  4. Also, when it needs to be updated and kicks you out to the manager, have you tried clicking the Update button at the lower left?
  5. I haven't played it yet, but looks like an awesome little game. Great work!
  6. Its probably an issue with the launcher. Failed to download workshop item. But i tried again and it downloaded successfuly, but just doesnt launch.
  7. Didn't realise there was a demo! I'll butt out now.
  8. A bit confused. What do you mean? Leadwerks 4 has vegetation.
  9. I had this error when I updated Snorkmix, but I believe the update was, in fact, successful
  10. I use the flowgraph editor in most of my games, often with my own inputs and outputs. Its very useful and helps me to overcome certain obstacles i might not otherwise get around.
  11. Iin Leadwerks, go to Scene then Root. It is near the bottom: No skybox = black 'sky'
  12. Looking good. I think you can also go a decimal point or two smaller for even more precise tweaking, eg 0.002 You will also want to test your weapon for clipping through walls and objects to get the scale and positioning the way you like it.
  13. Try using smaller numbers for your offset. Eg, 0.02 . They are quite finnicky! You may also find it easier to have the fpsplayer start with the weapon as you'll be doing a lot of tweaking to get it right.
  14. There is another way to make swinging doors too. Make a tall, thin cylinder brush in Leadwerks (think of this as your door hinge) then make a cuboid brush for your actual door. Make the cuboid a child of the cylinder. Put the swinging door script onto the cylinder and an empty script onto the cuboid. All done!
  15. Have you tried downloading any other workshop items, or is it limited to just these two items? Whenever I have had this error message, it's usually successful after a couple of attempts. edit: Also, out of interest, from the Workshop within Leadwerks - are you downloading from the DLC tab or the Browse tab?
  16. Leadwerks just updated and has overwritten my FPSPlayer script. How do I get it back!?
  17. As far as I am aware - yes, you can do this. However, I don't know how to do it
  18. When exporting from blender to fbx, you must have at least one armature for the animations to export. Also, watch this and follow it. It was the only video that helped me with models from Blender to LE!
  19. A clip of OtherSide in action is now on if you are interested in watching!
  20. Started to get some proper work done on my new game, OtherSide. Loving the new changes recently made in LE4.
  21. Ok, so after watching even more video tutorials, I found one which actually explains what all the numbers on the Action Editor actually mean. So although my model was rigged and animated, the 'brush' was not moving with the bone armature. Despite the two being parented, they also need to be linked within the Action Editor. For anyone struggiling with this the same way I am/was, was the one which finally gave me the answers I needed. Macklebee, you were essentially correct in suggesting that the model was exporting without the keyframes.
  22. I uploaded my model here. Don't worry, no sign up or anything despite it being a free hosting service. it's the .blend file. It isn't UV mapped because that isn't something I know how to do yet. However I have, in the past, managed to export models with animations without doing that anyway. Blender seems to have had some kind of update where the export settings dont have the same options they used to so I'm wondering if the animations are not exporting at all - but I can't find out how to fix that. I have watched so many tutorials and read so many posts and nothing seems to be working.
  23. Yes, but as i say, it just seems to make my model invisible. Unless im doing it wrong.
×
×
  • Create New...