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Posts posted by tipforeveryone
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Because of hard-coded character physics cylinder, your character model should be shorter than 1.7m and 60 cm in diameter. when your character is bigger than that, his limbs or head maybe go through object like walls and ceiling etc.
Hope character physics capsule with adjustable size will be there in LE5 (I mean Turbo)
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I found this in https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetPickMode
Where can I get a full list of this PickMode ? (I found one anyway, Entity.PolygonPick)
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My game showcase after 2 years of development, this video will show you some of completed features
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On 1/29/2018 at 5:25 AM, Josh said:
function Script:EndAnimation(sequence) System:Print("Done!") end
This is still not in document, is it unofficial or you forgot to add it ? @Josh
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After 2 years learning and using leadwerks, I decided to refresh with C++. But I still feel unclear about the role of C++ and need to be explained (even I watched Agro's video about Lua and C++)
When I build my game in VS2017 and run it for testing, it does exact the same as running game from Editor with pure Lua script (F6) or running from published .exe.
I don't comprehen the way C++ cooperate with Lua. I want to know more detail about the relationship between Lua and C++. If I write a C++ file and how does that file run in my game.I am newbie to C++ and there are no many up to date tutorial out there.
Thanks
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I don't find any example, please give me some to understand how this Joint works thanks
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@GorzenDev Thank you so much, I works! Now I can continue to learn C++ with Leadwerks ! Yay !
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The best way to change map which I learnt is change the value of changemapname variable (it is a global one) in the main.lua instead of using Map:Load() in any script.
This prevents game to crash in most cases. I got this problem before when I use Map:Load() in Script:UpdateWorld() or Script:UpdatePhysics(), loading map like this will cause errors like "assert error" or some entites not found (nil) even they are in code.
Hope this help
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You can use Audacity to convert wav files to this format
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Today I feel good to start learning new thing in Leadwerks, that is C++ with long time bought Professional DLC (I did this before but not successful)
I remember that now Leadwerks 4.4 support VS2017 then I do some simple steps
- Create a Blank Project in Leadwerks Editor
- Open Projects/Windows/TestBlankProject.sln by VS2017
- Goto Build > Build Solution F7
then I get this
This is what I found https://docs.microsoft.com/en-us/cpp/error-messages/tool-errors/linker-tools-error-lnk2019?f1
But I don't understand anything on that page to find the solution (what a long content)
I just want to start with a simple "Hello world" test for my new thing, but It seems not to be smooth as I expected.. Please help
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Now I am using Leadwerks not only for making game, I have some templates which are used frequently (for my job).
Then I don't want to Copy/Paste my "pure" project each time I need a new one -
As any others engine features which were introduced in Learn section (Editor Interface, Light, Textures, Materials etc) GUI should be put in there. Newbies need to learn how to use GUI too
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How can I modify these information of my project (image, Author, Copyright)
and my game.exe icon when exporting game.
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I don't know why there are only 2 x "Pick" links when search "PickInfo" Type and nothing happens, maybe a bug? @Josh
Sometime I can't find what I need immediatly.
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Please someone list all information of PickInfo(). I did not find anything in Document
something like pickinfo.position, pickinfo.entity etc,
Thanks
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Looking at this video thumbnail reminds me about the day I found it 2 years ago, thank you Jorn. This helped me alot, all of your tutorial videos are Leadwerks golden learning source
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Most of my Scripts are attached to Pivots. Sometime I get lost among a bunch of pivots in scene. I try to assign material (maybe a Gun to define that Pivot being Weapon spawn) but no use.
I know I can attach script to sprite then assign material instead, but I must put code to hide every scripted sprites.
This should be greate if user can "mark" scripted pivot with his own iconsThanks hope this to appear in 4.6 and 5
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I think there is no way to import animation frame like that (I got this problem before) and export with armature is required, and I use blender's default fbx export with some settings of scale and everything works fine.
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10 minutes ago, Josh said:
Looks cool! Is the light moving? If so you should consider that changing the position requires re-rendering the shadow, but changing the intensity has no cost.
I use both of them, intensity and movement (just a little), I think I should put a "Script.lightMoving" boolean option
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Realistic light movement and intentsity
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ssr shader works fine with non skybox reflection, but skybox itself makes all material which has high specular level flicking, as my video below, it should be fixed
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Creating a new project via templates then enter it causes this error.
Size of a character?
in General Discussion
Posted
crouching was in default FPSPlayer script but it is unofficial, your character can crouch and move around when using: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput, that is a "crouch" boolean.
Leadwerks is for human-size or lower character only, bigger one is imposible..