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AggrorJorn

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Everything posted by AggrorJorn

  1. This is done in the material of the vegetation. I think I covered it in this video around 1.10.
  2. Sorry missed that one. I suspect a beta branch issue here as well. I will need to test it though. This was the road-options map? might be similar to this:
  3. Debris and scene are both static physics. So when a static scene object is intersecting a static debris object, is the collision function triggered?
  4. Perhaps it was moved because you mentioned splinetools. The topic makes it seem the problem lies in splinetools although we can repeat the issue in a blank project too (without using splinetools). Reported it here:
  5. In beta branch create a terrain create a camera. Attach spectator script from the default scripts. Fly against the terrain when running the game. Game crashes.
  6. Thanks for reporting. The spectator script used in Splinetools is the same as the spectator script that comes with a default leadwerks project in Scripts\Objects\Player\Spectator.lua Stable branch doesn't have this. Can you make a bug report in the bug section? Tldr: in beta branch create a terrain and camera. Attach spectator script from the default scripts. Fly against the terrain when running the game.
  7. I will be on vacation to South Africa for a few weeks, after that the new update will roll out including the new ropes and wire spline.
  8. Simply move the entities where the road nodes are attached to. Can't wait to see what you are going to do with it.
  9. Since the entity count changes, it might not be the issue, but have you tried attaching an empty lua script?
  10. Anything special about this entity? CSG brush, camera, model? Reminder: CSG brushes are collapsed if they don't have a script or mass. Makes finding the entity impossible if that hasn't happened.
  11. Pseudo approach Create a vector3 that represents your mouse in 3d. Use this https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_UnProject By changing the Z value of the above vector you determine how far the pick goes. Your raycast now 'shoots' from the mouseposition to the direction the camera is looking at with a given (z axis) length.
  12. There is no plugin for 3ds max. An export to fbx should be sufficient. You can't drag textures on to models. You first need to create a material (or generate it based on the texture) which references the textures. The material can then be assigned to the model via the model editor.
  13. I really admire your passion for your game project. Will try out the new release this evening and see if If can record some new voices.
  14. Have fun everyone. I will be on vacation for the most part, so no entry from me this time.
  15. Glad you got it working again. Always remember to make a backup before going to a beta mode.
  16. Done. The shopping process was really fast. I used paypall since I don't know my creditcard out of my head. Fyi: if you can, I would change the header to Leadwerks Software instead of your name.
  17. Damn that was fast Josh. I though we had to wait till at least summer 2018 before we could have something to run. Either way a good moment for me to start using C++ again.
  18. I went ahead and created a new topic in the Promotional section of the forum. If you have any feedback, ideas, a cool image or video of your project using the spline tools, feel free to make a post in the linked topic. This weekend I hope to release the next cool feature for the spline tools, so stay tuned. Workshop SplineTools announcement
  19. It is really looking great Jen.
  20. Dammit, there goes the vast majority of my target audience...
  21. Hey MaryJ, This can be caused by several factors. Are you using node rotation? If so then the most obvious reason is that the rotation inverses at a given point. It will rotate to the desired rotation, but it is doing so in the wrong direction. This is were the reversed properties come in to play. On every path node you have the option for reversing the spline rotation. In your case you probably need to set the ReverseY rotation checkbox to true for the node where the rotation starts to go in to the wrong direction. I will have try to explain this better in a wiki article and video. You can also see this in action in the example map "Rotation based on nodes.". The second node in that map, has the ReverseY option checked. See this wiki page: https://bitbucket.org/Aggror/splinetools/wiki/EditorPathNode
  22. Awesome! Would be a cool spline type too. Just have it entirely generated. I have re-recorded the tutorial for setting up a spline.
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