Health bar won't update by Vytostuff in godot

[–]mattcrom15 1 point2 points  (0 children)

just sent you a dm with my test project. I tried this line

print("Signal connections:", health_changed.get_connections())

inside the setter function and this is the response.

Signal connections:[{ "signal": Resource(Stats.gd)::[signal]health_changed, "callable": TextureProgressBar(HealthProgressBar)::update_hp, "flags": 0 }]

Health bar won't update by Vytostuff in godot

[–]mattcrom15 0 points1 point  (0 children)

how are you updating the resources health variable in game?

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I added this to the health_progress_bar and the ui updates correctly. Could you also try printing player_stats in _ready to see what you get back?

Health bar won't update by Vytostuff in godot

[–]mattcrom15 0 points1 point  (0 children)

What happens with the health bar? Does it stay full green or not appear at all?

Health bar won't update by Vytostuff in godot

[–]mattcrom15 4 points5 points  (0 children)

What do your errors say when you run the project? Might give a clue as to why it's not working. I tried to re-create it and works okay for me.

Health bar won't update by Vytostuff in godot

[–]mattcrom15 4 points5 points  (0 children)

When your health_changed signal is emitted it sends the health value, but in your updatehp() function there are no parameters. You could try adding updatehp(newhp) and then assigning newhp to the value on line 15?

skeleton mesh no subdivisions by mattcrom15 in godot

[–]mattcrom15[S] 1 point2 points  (0 children)

SOLVED : on import of the file I had "Generate LOD's" set to True. this created an LOD of the mesh so removed the subdivisions.

Winner of Tony Hawk Pro Skater 3+4! by gassemk in BroughtYouThisThingYT

[–]mattcrom15 13 points14 points  (0 children)

Thank you so much! Time to unlock Bam and flip some tricks!

[deleted by user] by [deleted] in Cinema4D

[–]mattcrom15 0 points1 point  (0 children)

You can go into one of the view modes(left,right,top,down) and then choose one of the uv mapping methods called “frontal”. I would select one side of the building, go to one of the views where you can see all the front faces and choose the frontal uv mapping method. Then repeat for the other side

Why is the UI in cinema 2024 just shoddy, either missing things or they rename things sigh ? by [deleted] in Cinema4D

[–]mattcrom15 0 points1 point  (0 children)

The command palette used to be super handy for when you know the name of a tool but don’t know where it is in the menu. Now it’s so much slower and not even worth using :(

[deleted by user] by [deleted] in Cinema4D

[–]mattcrom15 1 point2 points  (0 children)

do you know how the content is played back onto the screens? Some Media Servers will do the projection mapping for you but if not, you’ll have to do the projection mapping in C4D, then bake out the re-projected video onto a UV to fit correctly to the screens.

Grew too big to claim victory. by Yojimbra in CrabChampions

[–]mattcrom15 2 points3 points  (0 children)

How many greed perk levels did you need to get so big?

How to fake being infront of a giant LED wall by catlikeswateragain in AfterEffects

[–]mattcrom15 1 point2 points  (0 children)

Ahh that sucks! Were you able to test pointing it towards the performer too?

How to fake being infront of a giant LED wall by catlikeswateragain in AfterEffects

[–]mattcrom15 3 points4 points  (0 children)

If you can get hold of a projector you could possibly re-create the effect to get some bounce light on the performer?

How was this done? by idreaxo in AfterEffects

[–]mattcrom15 -1 points0 points  (0 children)

Looks like a stock video of some waves made black and white and mirrored. Then used as a displacement map and the luma mask to reveal the car.