Ywa
-
Posts
256 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Ywa
-
-
A MMOFPS is possible in Leadwerks. But you would need to write all netcode yourself. Which is relatively difficult.
-
What I would like to see is a switch to run in dedicated server mode, not requiring a graphics card but still doing physics. I know there has been talk about this but will it still make LE3?
Josh confirmed it'll be added for LE3 if I remember correctly.
-
Do you know a way I can find out??
Well, try to search for LESDK.exe in the Leadwerks directory. Try to run it and upgrade to Leadwerks 2.40. If that works, you got a legal copy.
If you can't find LESDK.exe or there's no key. I guess you really need to contact Josh to get a license.
-
I'm sorry if I'm wrong. But are you sure you got a legal version of Leadwerks, and not a pirated one? (since you don't got a developer account)
Edit
Read your older posts. I'm sure it's a pirated version. But others can of course decide to help you.
-
Thanks. But how come a vehicle is 1.0 and an oildrum is 6.0? Doesn't make a lot sense to be honest (and yes, I understand values don't always need to be realistic).
-
Hi guys,
Few short questions related to physics:
- What is the default gravity (the one used in the Editor)? Is it 0 , -9.80665*2 , 0 ?
- Do I need to use UpdateAppTime when using the framework?
- What is a good weight for a vehicle? I see 1.0 used a lot (viperscout/monstertruck). while an oildrum has a mass of 6.0.
I already tried to play around with values myself. But somehow I can't get it to work.
Thanks.
- Ywa
-
I managed to get it working, by disabling the export of bones. Thanks guys!
-
texture0="abstract::maps.hi.13.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag"
One of the materials I use. Shaders seem to be ok..
-
Tried again from FBX to UU3D and the textures seem to go fine now. However, my model has like a red overlay on it (while I didn't select it in the editor).
Screenshot: http://www.xoti.net/stuff/uploads/Editor_2010-09-20_13-59-22-65_edb3.png
-
Your download link is missing the fbx file, which UU3D needs to read it in. You don't need the max/mat files though, it's only some undocumented binary garbage which only 3DSMax can read.
UU3D can import and export materials just fine.
Well, I tried to export to OBJ and then load it up in UU3D. That didn't work. Then I tried to export to FBX and import it in UU3D. But still the materials are missing.
-
UU3D doesn't export materials (neither textures), you must create it by yourself.
How can I set the material of a surface then?
-
Well. I made a simple map in 3dsmax of 2229 polygons. When I try to export it using the 3dsmax scripts , it either crashes in the editor. Or I can't see it.
I tried to split up the model in different parts. But they simply don't appear either. When I try to set their view-range property the Editor crashes instantly.
Now when I try to export it using UU3D. The model works fine (1 part). But it's all black, and it simply doesn't got any materials on it.
I've included the max files and such so you can try it yourself: http://www.xoti.net/stuff/uploads/ywa_map_1b_9fdf.zip
Thanks in advance.
-
Well, it seems UU3D exports my model fine. However, I'm having troubles with the materials/textures. How can I export from 3ds to UU3D and keep the material names?
Thanks.
-
Thanks for the explanation guys. Will get myself a copy then.
-
Hi guys,
I'm having some troubles with exporting certain models to my game with the standard tools + 3dsmax script. Since I hear a lot of you guys talking about Ultimate Unwrap 3D, I was wondering what can it exactly do for me (using Leadwerks)?
Is it a tool to convert models from 3ds (or whatever) to Leadwerks, or something different?
Thanks in advance.
-Ywa
-
Damn, if only Josh could do something for Ywa, now that i found someone really motivated in producing a pascal written game, and probably skilled enought to succed, i would be disapointed if this stopped him.
You're so kind. haha
@ Alessandro: Please let me know if Josh replies to you. Would be nice if you could actually link him to this topic/thread.
-
The higher the framerate, the better. There is no such thing as a recommended framerate.
Yes there is. You should always try to have a stable 60 fps. Because most monitors/screens are 60 Hz and having 60 fps ensures a smooth play. Although anything between 30-60 is fine too usually.
-
We need SetTireTorque to force the speed on a specific value. As I requested here: http://leadwerks.com/werkspace/index.php?/topic/2828-add-more-vehicle-functions/
-
Hi,
I'm currently working on a project involving vehicles. And I noticed Leadwerks misses some important vehicle functions, while Newton 1.35 does support them. So I guess it would be just a matter of 5 minutes to add them.
These are the functions Newton supports:
NewtonVehicleAddTireNewtonVehicleGetFirstTireID
NewtonVehicleGetNextTireID
NewtonVehicleGetTireLateralSpeed
NewtonVehicleGetTireLongitudinalSpeed
NewtonVehicleGetTireMatrix
NewtonVehicleGetTireNormalLoad
NewtonVehicleGetTireOmega
NewtonVehicleGetTireSteerAngle
NewtonVehicleGetTireUserData
NewtonVehicleRemoveTire
NewtonVehicleReset
NewtonVehicleSetTireCallback
NewtonVehicleSetTireLongitudinalSlideCoeficient
NewtonVehicleSetTireMaxLongitudinalSlideSpeed
NewtonVehicleSetTireMaxSideSleepSpeed
NewtonVehicleSetTireSideSleepCoeficient
NewtonVehicleSetTireSteerAngle
NewtonVehicleSetTireTorque
NewtonVehicleTireCalculateMaxBrakeAcceleration
NewtonVehicleTireIsAirBorne
NewtonVehicleTireLostSideGrip
NewtonVehicleTireLostTraction
NewtonVehicleTireSetBrakeAcceleration
Josh, I really need some of these functions. So I was wondering if you could make a new 2.40 build or make a separate release for me?
Thanks in advance!
- Ywa
-
I would still like to see MP3 support. I guess it's a licensing issue, but still.
-
Why are you dropping the abstract file system? I'm using it quite often and it works great.
Anyways. I like how you will prioritize normal & PAK files. This allows modifications and such while still keeping the original ones when some files are broken.
-
how many newton.dll and jointlibrary.dll do you find on your system ?
Many thanks, there was no joinlibrary.dll in the binary folder ... Silly me
-
From my game engine log, it seems I already have LE 2.40.
Leadwerks Engine 2.40 Initializing Renderer...
PS: Seems like my engine.dll wasn't updated. Results:
- Aside from the fact that the terrain physics aren't debugged anymore (which is a good thing), my problem is still there. Waiting for your reply, thanks
-
mCar.GetPos returns a TVec3, yes. I also have an overloaded add operator (..but I haven't got problems using it). Anyways, I'll try your code and post results.
Results:
EDIT: I have no idea what's wrong. Also, there's some clipped code (on the CreateJointHinge line, can you write it, please). Thanks.
UU3D, is it really required?
in Game Artwork
Posted
ArBuZ: Yes. I'll try again later, since I prefer to use your script. But last time it really screwed up the model in LE.