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Posted

TrafficWerks: A traffic system for Leadwerks

 

Features:

-Almost any type of road imaginable is possible

-Performance stays roughly constant no matter how many roads there are

-Adaptive turning means vehicles are less likely to miss turns

-Vehicles react to obstacles in front of them including other vehicles

 

Upcoming:

-Better turning

-Traffic lights (they are completed, but I have to reorganize the script or provide light models or something)

-Road prefabs

-Multi-lane roads

-Variable speed limits

 

http://steamcommunity.com/sharedfiles/filedetails/?id=364622139

 

  • Upvote 3
Posted

Hi zanderuk, did you copy/paste the code in app_dot_lua_header.lua to the top of App.lua? That might be the reason why it's not working. I think I might have forgotten to document this.

Posted

This is just perfect!

Got one question tho, I got the Leadworks software yesterday after spending couple of hours on the demo version, so i'm not that familiar with all the stuff yet. But do you know why I have a box on the vehicles and a round circle as well in the middle of the vehicle, like this: http://puu.sh/dVyQx/bb685c3f72.jpg

 

Went through some options, enabled/disabled stuff but that did not seem to do the trick. I did some code changes but none that should put boxes on vehicle... I think.

Posted

Hi Rolandd, I think you are missing the invisible.mat material (which you may have deleted) or you deleted that part in the code. There should be a box generated in the code to allow for faster raycasting. I don't really know where that smaller and taller box in the middle of the vehicle is coming from though. Maybe that's something you put in?

Posted

Thank you Nick.Ace for posting all this,

in the mean time, i have at last finished my code, which works "perfectly" now.

going back to editor now.

AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11

Posted

NP diedir!

 

@Rolandd

I looked again at my code, and it turns out I was missing a line in the app_dot_lua_header.lua file. I uploaded the new code to Workshop.

 

This needs to be a global variable in App.lua, like the rest of app_dot_lua_header.lua:

invisibletexture=c:Load("Materials/Effects/Invisible.mat")

Posted

Haha, np. You can change the mass distributions in the editor. Go to View->Show Physics and then click on the monster truck. You'll see an orange box around it, and under the Physics tab under the Scene tab, you can edit the size of the box as well as the mass.

Posted

You may have better performance in the latest beta. I'm not sure if it will make a difference yet.

  • Upvote 1

My job is to make tools you love, with the features you want, and performance you can't live without.

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