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Hey, So I have downloaded a couple weapons that are similar in format as to the autopistol that comes with Leadwerks. How would I get them working as such to be able to pick them up during game and swap/add to the FPS player? I tried playing around with some settings but couldn't figure it out. Thanks
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I am trying to customize a FPS weapon model and find that it's not quite as easy as I thought due to needing to edit the actual original "player weapon" model. In this example, I tried putting my custom "weapon" onto the vwep machete.pfb prefab. It almost works... But as you can see, looks a bit odd with the original weapon sticking out as well. Otherwise, the animation works surprisingly well actually. So I'm hoping someone out there has some similar fbx or blend files that I can use to create custom weapons. I'd also probably want to customize actual gun weapons but I'm working on the melee type for now.
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After a long while of inactivity on the forums, I wanted to take the time and share my boilerplate and base game application, in c++, for the Leadwerks game engine. The source can be found here. This project uses V$ 2013, C++11 and Leadwerks 3.X. There are currently no external dependencies outside from the full version of Leadwerks Game Engine, on Steam. If you have any problems setting up the application just let me know. I will gladly assist in any way possible. You should be able to clone/download the repo, drag in the Leadwerks asset folders, and be on your way! What it includes: Base Game Object Input Manager State Manager Camera Manager Planned enhancements: Event Management Network integration with Steam Voxel Management Game Object Management Weapons and Bullets Several generic C++ containers much much more The planned enhancements are actually already complete, I am just taking them out from my existing game application, cleaning them up, and adding documentation. I look to push changes to the public-facing repository bi-monthly. I would love to get some feedback about what you guys and gals think, whether you are using it in your projects, and or what you think the template could use. I will be posting notes on my IndieDB blog as well to follow my releases. P.S. The current template contains a simple example, demonstrating the use of the Game Object, Camera Manager, and how to switch between Camera Behaviors.
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