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macklebee

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Posts posted by macklebee

  1. Yeah but from your posts you are making this in the fpscontroller script because currently that's the only way you can draw 2D. The switch should be able to handle that all inclusively.

     

    well right now it handles the setting the selectable variable that decides if its going to be shown as well as loading the texture to be used... the fpscontroller script just handles the pick and the drawing... offhand i don't know how useful having a 2d image constantly shown on my screen would be when i am editing a map?

  2. I have converted the Wizard, as you can see on the screenshots :)

    What are the problems you ran into?

     

    My Process was:

     

    1. Convert and scale it in UU3D into FBX

    2. Ran FBX2GMF

    3. Convert the textures (reduce size and setup the material)

     

    have some minor triangleface problem but as on my screens they are from the distance unnoticeable.

     

    cu

    Oliver

     

    why not just convert straight from UU3D to GMF? Is there an issue doing it that way that I am not aware of? Just curious because I haven't had any noticeable issues doing it that way...

  3. well seems to me that a 25 sq mile or 64 sq km is more than enough for a world unless you are making a flight simulation type game... does anyone even have the assets or the resources to detail that much terrain? someone mentioned fallout3 which was a fairly large open expanse... but 75% of that game was loading a different map every time you went thru a door... but whatever... seems like either way that would be left up to programmer to implement not Josh.

  4. hi there,

     

    I'm getting every time I call leadwerks functions a BadImageFormatException.

     

    What is wrong ?!

     

    Here is the code:

               Leadwerks.Graphics.Initialize(800, 600);
               World w = new World();
    
               while (!Leadwerks.Keyboard.KeyHit(Key.Escape)) {
                   World.Update(1);
                   World.Render(EntityType.All);
                   Leadwerks.Graphics.Flip(1);
               }
    

     

    thank you :)

     

    I am probably wrong since i dont do any C#/C/C++/C--/C!&%%% programming, but wouldn't it be:

    w.Update(1);
    w.Render(EntityType.All);

     

    assuming that nothing else essential is missing from this code...

  5. Use

     

    for model in iterate(fw.main.world.entities) do
    	if(model:GetKey("Name") == name) then
    		return model
    	end
    end
    

     

    You don't know what CurrentWorld() is returning because there can be multiple worlds.

     

    yes i have already tried this as well as performing GetGlobalObject for the main_world and setting the world to fw.main.world etc... still no response at all...

  6. just out of curiosity, have you turned on debugphysics? I am curious to see how large the collisionbody for the wizard is whenever it gets loaded since you are scaling it by 0.01? you should really get UU3D and scale all of your assets before converting them to gmf... if you know someone you can trust to do the scaling/conversion for you, you should do it.

  7. I am setting a key/value in object's script file. I have a sbx that has this object loaded into it. Looking at the sbx file in notepad, my custom key/value is being written to the sbx. I have the map loaded into sandbox and I am using the fpscontroller.lua file to scan the current world entites for this key, but yet it never finds it. Does this not work because its in the editor and I would need to actually load the sbx in my own lua file to run separately from the editor? Or is this a limitation of a multistate lua system versus a single state?

     

    pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0)
    if pick~=nil then
    	for entity in iterate(CurrentWorld().entities) do
    		if GetEntityKey(entity,"myvalue","")=="1" then
    			if entity==pick.entity then
    				if EntityDistance(camera, pick.entity)<3 then
    					myotherkey = 1
    
    				else
    					myotherkey = 0
    				end
    			end
    		end
    	end
    end

  8. That final error is the HDR going bezerk. It happens quite often to me, I have to reload the map entirely.

     

    The iris adjustment doesn't like extreme changes to white or black or gray, it will just start flashing or just make the scene 10x bright.

     

    yes, this is true... if you load tunnels.sbx (where everything is essentially black) and then create a new sbx, it occasionally does this...

     

    Cool to know Tyler. Has it been reported as a bug? Shall I post it in the bugs thread?

     

    here's your fix: turn off hdr when loading multiple sbx's back to back. simple.

  9. cassius, if you are comparing how my code reacts versus the fpscontroller ran in the editor, then you need to set everything exactly the same... the controller weight is different, the updatecontroller's (controller:Update() in lua) acceleration and iteration values are different... all of these things come into play.

     

    anyone else find any reference to what 3 is in the collisions command?

  10. ..hi guys..im about to upgrade my stuff from 2.23 to 2.28..so, what version of Bmax should I use for 2.28?

     

    I do not know if it makes much difference, but the last time Josh had listed what version he had created his bmax modules was for 2.27.

    -Now compiled with BlitzMax 1.34

     

    I do not know if using 1.35 or a previous version to 1.34 would really make much of a difference though.

  11. Hey mack, yeah just been programming a lot, lol.

     

    Yeah, I did the sync then, and recently (to make sure I have everything updated). Still had the same mistake I had found that last time.

     

    hmm... maybe you need a fresh install of 2.28 because the HDR has been changed to what you posted above and the modules have been rebuilt as well.

  12. Hey EC... long time no hear.

     

    The HDR has been fixed for about a month now, see here.

     

    The SSAO is the same in 2.28 and 2.3 as well. Maybe a post in the Tracker would grab Josh's attention on this one. Could be the cause of the other SSAO bugs listed.

  13. turn off all of your other postprocessing like bloom, ssao, hdr, distancefog... and see what you get... if its good turn one back on at a time and see what happens

     

    actually i would still load your scene... a stationary camera looking at one cube will make it hard to see DOF

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