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tkunze

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Everything posted by tkunze

  1. tkunze

    Middlewerks

    I get the same problem. If you start the textconv.exe it is claiming that MSVCR100.dll is mising. Looks like this is the issue.
  2. @cocopino: I could verify the problem on Vista and changed the code generation to static. Now it should work. I figured out some issues with FBX because the fbx2gmf.exe modifies the main matrix of the GMF file (scaling, rotation...). This is not handled at the moment. But what i learned from some threads in the forum is that this will lead to problems with physics anyway. The safest use is to create the GMF files with unwrap3d and than use GMFconf to scale the models and create the material file in batch mode.
  3. With the link below you can download the model converter i use to import my assets into leadwerks. It works on folder level and provides the following features: - Scale model by a fixed scale factor - Scale model to a specific height - Create MAT files for the models The converter is working for OBJ, FBX and GMF files. OBJ and FBX will be converted using the standard LeadWerks conversion tools obj2gmf and fbx2gmf. Please read the README.DOC for a short description. The converted models will be created into a subfolder output which will be added to the directory where your models are located. This folder will contain the GMF files, the MAT files and the texture files (this files must be converted to dds upfront). As mentioned above the tool is in alpha state so please keep your original models. I did not found any problem with the created and scaled GMF files but you never know... I updated the attachment to fix the Vista problems (see thread below) GMFconf.zip
  4. Thanks a lot. This is exactly what i was looking for.
  5. Thanks for the quick response. So far the controller was an easy way to handle character movement and i was not aware that it is limited to character movement. I will have a look on the body command.
  6. Is it possible to use the controller for airplanes/spaceship. The idea is that the controller always moves in the camera direction. I see only one angle i can provide to the controller and the only way i found is to add the height using the jump value. However in this case i would need to calculate the whole movement by my own. Is there someone who can provide a sample? Thanks in advance
  7. EDIT: The problem occurs on 2.4 and 2.32 and not only on 2.4 as i thought before. Is there anything i need to add to my code to get shadows with version 2.4/2.32. When i build my project with 2.30 everything is fine - when i build the project with 2.4/2.32 no shadows are casted. In the editor everything looks fine. I am using Framework and placed light and atmosphere in the editor. To switch between versions i copy the script directory, the dll's and the shader.pak to my project directory. Additionally the whole leadwerks program folder is part of the abstract path. Any ideas what's the cause? What has changed between version 2.3 and 2.32?
  8. This is exactly my goal. The way you describe looks interesting - but does this mean i have to use framewerk? Or is it possible to run this together with framework?
  9. in my old game engine i used the attached simple HLSL shader to attach an water effect to an entity. Unfortunatelly i have no clue about GLSL so far as in the engine i used before everything was HLSL. Is there anyone who can (and is willed to) port this shader to GLSL? I think it is usefull because it is a possibility to crate a water model which can be used to place water above the leadwerks waterplane to build e.g. lakes. The shader is pretty simple and uses a cubemap for the reflection and a bumpmap but it still looks ok for me. Sample look of simple water shader (the image is 5 years old): watershader.zip
  10. I also like Morrowind and Oblivion. So the game is intended to move in this direction (of course with a smaller world). I created a RPG Framework where i can set up npcs, dialogs and quests in an graphical user interface. So far i only support standard quest types like: Kill NPC or Monster Beat NPC Bring item to Get item from Talk to NPC Visit place But that way i can add new quests very efficient. The framework also covers dependencies. e.g. a quest must be finished before creating a new one...
  11. Attached a small video which shows the KI of animals in my project. All animals operate around their location. If the player moves into their range they start to notify the player. After a period of time they will attack. If the player moves out of the notification range animals will return to their location. Monster KI High Resolution [~45 MB] Monster KI Low Resolution [~10 MB]
  12. I bought the package and have to say it is brilliant. It contains a full set of gras and plants - everything i can think of you'll need to build a great level. And this contains under-water scenes too... You should have a look to the PDF catalogue as the picture does not reflect the quality of this package (at least in my opinion). The package contains much more. And finally everything is proper sized to use in leadwerks which is highly appreciated when you are used to the dexsoft packages where everything seems to be sized by some random algorithm... (again my impression)
  13. it looks like you forgot to uncheck the "Export bones" and "Export Animation" option when you create the gmf file. You need to recreate the gmf file and you need to uncheck this option. Then everything should work.
  14. I had the same on a PC with ATI card and Catalyst Driver 9.10. Updating the driver solved the issue.
  15. this is one of the black areas in my model. It happens regardless from the texture size and with/and without the use of bumpmaps. But the same model with ATI cards looks ok. If i use 2D Tools - Relax UV's most of this areas are corrected (but in same rare cases it still appears). As said fortunatelly in my case switching to .X export in Delgine created UV coordinates which do not show the problem. But the really tricky thing is it only appears when i view the leadwerks model with nVidia cards. Everything looks ok in Unwrap 3d and i tried the model in 3d gamestudio, torque and the C4 engine and none of this engines shows this behaviour. The model always looks correct.
  16. I have the same issue. Strange enough for me it only appears on nVidia graphic cards and not on ATI cards. It looks like it is related to the UV coordinates. Most time i got it solved with using the "Relax UV" option in Ultimate Unwrap. The model looks ok in Unwrap 3d and in some other engines i tried. Only with Leadwerks and nVidia card i get this black areas. In my case (i mainly use Delgine 3d as Modeller) everything was Leadwerks campatible by switching from the Collada to the .X Format.
  17. i put the tools i created on my website GMFFramework. If you use GMFConvert.exe -input <path to your gmf files> -matprefix <prefixname> it will add a prefix to the name of the materials. The program creates a subfolder output where the modified gmf files are stored. There are a lot more (e.g. scaling) - but it is still i quick hack i created for my own purpose. So if you'd like to change or create a production stable version i added the source file of the converter.
  18. I would find a button to collapse the full object tree very usefull. At the moment it is very hard to find the objects for placement after loading a level. The tree is very messy with all the nodes and subnodes opened. So the first thing for me to do after loading is to close all nodes manually. Therfore a collapse all would help a lot.
  19. On other game engines i worked with i could greatly improve the performance by creating my own scene management where i set the hidden flag to all entities not shown (e.g. if the player is outside a building it is not necessary to render the interior). Will this improve the performance in leadwerks or is it a waste of time to implement such a mechanism?
  20. Thanks a lot. It makes sense to put this in the atmosphere properties but i did not touched the environment items at all. Maybe it is good to pin them to the top of the list as this are real essential objects and i did not really recognized them in the long tree list.
  21. I have not found any setting in the new editor to change the camera range similar to the World Properties tab in sandbox. Have i missed it or does it not exist?
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