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Ywa

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Posts posted by Ywa

  1. 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.

  2. 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

  3. 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.

  4. 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. :lol:

  5. 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

  6. 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.

  7. 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.

  8. 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:

    NewtonVehicleAddTire

     

    NewtonVehicleGetFirstTireID

     

    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

  9. 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.

  10. 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 :)

  11. 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:

     

    post-1240-001595400 1284038230_thumb.jpg

     

    EDIT: I have no idea what's wrong. Also, there's some clipped code (on the CreateJointHinge line, can you write it, please). Thanks.

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