yurembo Posted Tuesday at 07:30 PM Posted Tuesday at 07:30 PM So, the question is in the title. I tried to load the Zone DLS, and when I launched the game, I got multiple material errors (Fig. 1). And when the game is loaded, I couldn't move the camera—it froze. Everything works fine in Leadwerks 4.6. When I placed characters from other DLCs (Fig. 2) and set their physics properties like cube's properties, characters still fall through the floor (Fig. 3). Although in Leadwerks 4.6 everything works correctly and characters don't fall through the floor. Quote
Josh Posted Tuesday at 07:35 PM Posted Tuesday at 07:35 PM Most of the content will work with some adjustments, but it's not set up and ready to work with version 5. Quote Let's build cool stuff and have fun.
yurembo Posted Tuesday at 07:48 PM Author Posted Tuesday at 07:48 PM @Josh The fact that characters fall through the floor with the same properties as a non-falling cube is also related to this? Quote
Josh Posted Tuesday at 07:49 PM Posted Tuesday at 07:49 PM Set their physics mode to use character physics. Quote Let's build cool stuff and have fun.
Solution Josh Posted Tuesday at 07:57 PM Solution Posted Tuesday at 07:57 PM They don't have a collider. If you set them to use character physics, they will have a cylnder coillider. Quote Let's build cool stuff and have fun.
yurembo Posted Tuesday at 07:57 PM Author Posted Tuesday at 07:57 PM If I add FPSPlayer.lua to one of characters, it doesn't fall 1 Quote
yurembo Posted 22 hours ago Author Posted 22 hours ago @Josh When I set the model's physical collider to box (fig.1), the model falls to the floor at the start of the level (fig.2). But when I set the model's physical collider to mesh (fig.3), the model doesn't fall to the floor (fig.4). Quote
Josh Posted 22 hours ago Posted 22 hours ago When a mesh collider is used, the object will be static. Maybe the entity collision type isn't set correctly, but it doesn't make any sense to use a box collider for this anyways. A character like this would either use the player physics mode or would be attached to a navigation agent, for enemy AI. 1 Quote Let's build cool stuff and have fun.
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