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Showing results for tags 'LEADWERKS'.
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Hello everybody, I'm new here and I bought LeadWerks today. I've made a pretty simple 3D character with a 400 frames animation track containing the idle and the run animation. So I read all the topic and tutorials on how to get blender models to LeadWerks. But my model armature still messed up on LeadWerks. When I export a .fbx file my animation track are here but my armature is not correctly rig to my character like in blender. If I export with the addon for Blender my animation track isn't available in LeadWerks and my armature is messed up the same way as the .fbx fil
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Hi, Can someone please help me find some water shaders I can either buy or download somewhere that would work with leadwerks.. or possibly a certain site that has nothing but 3d models to buy for leadwerks that are compatible with their game files (.fbx files) thank you for your help community! =) also does DAZ3d work with fbx files? i'm sorry i'm asking for so much.. thanks!
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Hello, My name is Drake and I was wondering if their is a way to import water into the engine? I've tried downloading this http://www.leadwerks.com/werkspace/files/file/468-water-prefab-for-leadwerks-31-steam-ed/ but its not working... Need help please!
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Hello, I recently started to use Leadwerks Indie Edition, but I've never used lua, or a scripting language (I've only programmed in c++, c#, java), so I need some tutorial that explains the basics, but those who I found are all old. So I was wondering if anyone knew of a tutorial lua updated that works with Leadwerks 3.1 Thanks
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Working on two principles K.I.S.S. (keep it simple stupid!) and more for less. I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am setting out to create, but the "research" was most enjoyable. First Step: Machine Intelligenc
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- Pathfinding
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The Way Forward ... Making Blitzmax Trax ...
Marleys Ghost posted a blog entry in Marleys Ghost's Blog
Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea. 1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NPC Pilot reads that data. 5. NPC follows the pilot. Think of the "pilot" as the plastic stick th -
On The Right Path, A* Pathfinding In Leadwerks.
Marleys Ghost posted a blog entry in Marleys Ghost's Blog
Well, it has been a while since I made a blog entry, let alone done any work in LE. But I do keep an eye on the forum and Leadwerks in between Daily life and working on my project(s). I have also been going through my Blitzmax code archive, where I stored all my Blitmax/LE projects and code snippets (finished and not completed). One idea I had been playing with before, was basic NPC AI. I had some small success with some Bugs using autonomous logic. See Here In my "treasure trove" of unfinished and messy development code I found what was going to be the next step (for me) with AI- 1 comment
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- Blitzmax
- Pathfinding
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