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Marleys Ghost

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Everything posted by Marleys Ghost

  1. To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries. Leadwerks Specific Blog Entry. Quick 3rd Person View Character Test.
  2. Have you tried just LoadModel("abstract::scene.gmf");
  3. Marleys Ghost

    No SOPA

    @Mika: SOPA has nothing to do with preventing piracy, no matter what they claim, its about being able to control and censor the internet.
  4. Yep .. happy crimbo to you all .. not sure why there is laughter at the image .. just Santa putting another log on the fire
  5. I thought I would take this opportunity to wish everyone, a happy Christmas and a safe and rewarding new year. Happy Christmas and Happy New Year Everyone. B) My favourite festive image....
  6. Thats a straw man argument given the clear context in which Ians comment was framed which was not about the API or Libs, but the code to make use of them.
  7. Meshes/Models need to be in .gmf format and textures need to be in .dds format. Try going through these: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/
  8. Nah ... not difficult it's simply PFoS ....
  9. That would be because she has no clothes on .... at a rough guess.
  10. can you drink THAT much and live?
  11. wow, she had low standards then?
  12. convert the relevant code from the fpscontroller.lua to c++ ?
  13. To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries. Leadwerks Specific Blog Entry. Colourful Behaviour.
  14. Marleys Ghost

    Pathfinding

    I assume Pix wrote his editor to be able to create the graph data for the pathfinding to work on, the A* is the easy bit. My solution in Bmax took a week, 2 days to write the A* as I had no idea what it was and the rest of the time to find a way to generate data from a test level on which it could chew. My Lua A* took a day to write from scratch, with most of that time spent learning Lua, I am now still finding ways to generate the data for a level on which it can chew. This time had to be spent, as LE has no inherent pathfinding. I'd prefer to just use a library built into the engine also, but until there is a version of LE that has that functionality there is not a lot of options.
  15. Marleys Ghost

    Pathfinding

    A* is A* its an algorithm .. nothing more nothing less. Nodes, Waypoints, Grids, names and addresses, towns and roads and Navmeshes are just what can be used to create the data that makes up the graph that it uses. Recast makes a navmesh its Detour that does the pathfinding and spatial reasoning. A tile map is a collection of grids, waypoints are a collection of linked nodes and a navmesh is a collection of polygons. tile or waypoint or ploygon makes no difference essentially they are all just a collection of nodes with connection information. All I am doing currently is experimenting with different ways to assemble that graph data. The A* remains unchanged except for the interface between it and the data.
  16. To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries. Leadwerks Specific Blog Entry. A* Pathfinding MapData Generator.
  17. Ok, I guess thats a no then, its not exposed in lua. Is there a list of the engine commands that are exposed to lua?
  18. A couple of things, your .u3d file had no UV coordinates. But an animated model requires the skin shaders, you had no textures assigned, thus no material files, hence no skin shaders being used. I have UV mapped your object, and assigned a test .dds texture and a basic .mat file to show you this. Animation.zip
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