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Found 8 results

  1. Hello Im new to Leadwerks and I was reading the tutorials on how to use the software and then it hit me. I was wondering if its possible to create your completly own character and player script from scratch. And is it possible to create your own gun script from scratch too? Thanks ;-)
  2. Hi all I've published a NPC set for LW in the workshop (prefab included). Let me know if you woultd like to see more chars with animation for LW users. Have a nice day
  3. As of the latest beta build is there any way to create custom hit-boxes? I would like to have FAR LESS hit-boxes than I have bones in my character. Some of the things I need custom hitboxes are for finer control over damage areas on a character. I need to make them named so I know what part I'm hitting.
  4. Would like to begin by thanking Josh for all the support I've seen from him on other topics. I've been looking for a way to walk through the game world I've created but I can't seem to be able to find an FPS player prefab. I would think that something simple would be available in the original content. I've tried using a crawler but adding the FPS player script and setting the mass to 10, physics mode to character controller and collision type to character isn't working. The controls bring up nill errors implying that I'm missing controller commands in my script. However I cant imagine that being the case when I've not edited any script for my game yet. I'm guessing the information attached to the crawler is not compatible with the FPS player script ...how might I go about solving this issue?
  5. This is a rigged model without textures. In the next time I will texture it and make some basic animations for it. There is going to be a system in the game that lets you equip stuff , for example body armour
  6. Hi everyone! Just wanted to share a video tutorial I made! Sorry about the video quality, I'm really bad at making videos, better stick to game development . I hope it's useful! Notes: -In the Lua script for the animated model, you MUST use SetAnimationFrame(), as the model for some reason doesn't automatically animate.
  7. I have an animated set of hands for a game I'm working on. The problem is that when I animated them, I animated them so that the main character is right-handed. For some reason, when I export the mesh is reversed in that it becomes a left handed mesh. Is there a way via Leadwerks to basically flip the mesh? Or would I need to modify a shader to allow this to happen? I tried to do negative scaling, but that sort of messes up the local coordinates for things like rotation.
  8. Hello. I am looking at the character controller function with the leadwerks engine, and I got it all set up, but the camera height was too low. Which brings me to another point. How come in the tutorial for character controllers, it uses a map, scene.gmf, which does not come in the zip! Can someone help me with this? I am a bit of a noob to C++. Thanks in advance.
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