Jump to content

Richard Simpson

Members
  • Posts

    409
  • Joined

  • Last visited

Everything posted by Richard Simpson

  1. I did try this, but it's still not colliding I removed the "positionentity level1,vec3(0,-2,0)" and then added in the line you posted. I added that line in here... '--------Create physics bodies-------- playerbody:TBody = createbodybox() positionentity(playerbody,vec3(0,5,0)) setbodymass playerbody,1 EntityParent player,playerbody entitytype playerbody,1 entitytype level1,1 collisions 1,1,True The created body does drop down, but it just wont collide with the level.
  2. Would this work? I noticed you don't have "True" in your collisions line. Collisions(1, 3, 3,True)
  3. This is a total stab in the dark, as I am only learning to code, but have you tried to compile without "SuperStrict" ?
  4. I'm playing around with blitzmax again and doing the tutorials. I'm stuck with collisions now though as I am trying to use my own mesh with a PHY file. I want a box created with code to collide with my sbx scene I have loaded. Here is the code: (I have left in the lines where I have tried to use my level variable to create collision) 'Load the leadwerks game engine framework Framework leadwerks.engine 'Specify the app title AppTitle$ = "Test App" 'Create a graphics window Graphics 1280,900 'Register the abstract path registerabstractpath AppDir 'Create world with error message if world fails to load If Not CreateWorld() RuntimeError "Failed to load the world." 'Create a camera and position it camera:Tcamera = CreateCamera() PositionEntity camera,vec3(0,2,-6) RotateEntity camera,vec3(0,-30,0) 'Create a light, position and rotate it sun:TLight = CreateDirectionalLight() PositionEntity sun,vec3(2,2,-2) RotateEntity sun,vec3(45,45,0) 'Create the player player:TMesh = CreateCube() EntityParent camera,player 'Load level 1 level1 = LoadScene("abstract::level1.sbx") positionentity level1,vec3(0,-2,0) '--------Create physics bodies-------- playerbody:TBody = createbodybox() setbodymass playerbody,1 EntityParent player,playerbody entitytype playerbody,1 entitytype level1,1 collisions 1,1,True 'Create a buffer buffer:TBuffer = CreateBuffer(1280,900,BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL) 'Debug lights and physics debuglights(0) debugphysics(1) 'Main loop While Not KeyHit(KEY_ESCAPE) 'Move the player left and right If KeyDown(KEY_A) moveentity player,vec3(-0.06,0,0) If KeyDown(KEY_D) moveentity player,vec3(0.06,0,0) 'Zoom camera in and out, reset camera position If KeyHit(KEY_NUM1) moveentity camera,vec3(0,0,1) If KeyHit(KEY_NUM2) moveentity camera,vec3(0,0,-1) If KeyHit(KEY_NUM0) positionentity camera,vec3(0,0,-6) 'Update, render and flip the world updateworld() setbuffer buffer renderworld() setbuffer backbuffer() renderlights(buffer) Flip Wend Thanks!
  5. I have errors with camstudio recording videos of things other than LE sometimes Have you tried recording with fraps?
  6. I'm going to give this a shot. Started work on mine already! I hope I don't hit the programming wall though.
  7. Does this work in the editor? Do I need to turn anything on? It just looks the same to me.
  8. Take one of the OBJ files, and open phygen, then load the OBJ file and create a convex hull with this. Make sure you give the phy file the same name as your GMF model. I have never tried this with an animated mesh so not sure if it will work. Suggestion: Use an OBJ file where the zombie position isn't the "T" shape. This will allow the zombie to get closer to walls. I hope this works.
  9. Yeah, UU3D is well worth the $49.95 investment! I have the SE version and use it with leadwerks all the time now. You can buy it from here http://www.unwrap3d.com/u3d/index.aspx
  10. I know un-triangulated meshes have this issue sometimes, Is your mesh triangulated?
  11. Ah cool, I struggle with the programming also. Even though sculptris is useful for sculpting terrains, I wouldn't use it for that, because Leadwerks has an awesome terrain editor! Post a pic of your octopus once its all painted please, I would like to see it!
  12. That is still nowhere near as shiny as the old LE one though.
  13. Yay, This is one of the features I have wanted.
  14. After re-visiting this thread again today, I decided to open up sculptris and play around, This time I tried to create a terrain instead of a weird creature . I used 4 textures from the LE terrain folder for the texture map. The sculptris paint feature is really cool! Here are some pics, one from Sculptris and one from Leadwerks: My scaling is way off, hence the giant palm tree!
  15. Lool, thanks, I try my best! Hey Ken... Nice work on that model. Is that your first attempt, or have you had previous experiance with sculpting?
  16. I use sketchup, and the plugin for UU3D also. If you use version 8 of sketchup, you may get an error if you try to open a sketchup model through the file menu. If you do, just drag the sketchup file over the UU3D window. This fixes it for me. Just a little tip for you incase it happens.
  17. Yeah the editor atmosphere is a skybox. The only way I know how to make a skydome work, would be to model one in a 3d application, then load that mesh in. But i'm not a programmer.
×
×
  • Create New...