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Posts posted by macklebee
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nevermind... just re-read your post...
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I too would like to repay the community for fantastic help over a long period but mostly my lack of expertise prevents it. I do however recommend le and the community at every oportunity.
It might be nice to have a "How to" section on the forum like:
How to open and close doors in a game
How to make an elevator go up and down
How to pick up objects....etc
I was in the same boat cassius when I first started... heck, I am actually still in that boat!
and thats the whole purpose of this new forum/social development that Josh has envisioned... the goal being to be able to easily share assets whether it be code/models/scripts/whatnot... give it time to build up and I think you will get a form of that How to section you are looking for... At least I know I plan on exposing all I can figure out (and all I don't know) and sharing whenever I can...
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Using C++ I have not found any problems with LoadScene automatically parsing the lights and setting them up in a scene.
now if we can only get emitters to work automatically in c++!
Mack... i ran your code... it worked perfectly...
you're making quick progress getting a grasp on this thing... thx for sharing... your collision code snippets helped me get my player guy reacting properly inside my sub...
thanks Mike, just trying to repay the community that helped me when I first started... now maybe one of these days I will actually produce something!
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The controller needs a mass now... I think the tut doesn't have that and if i remember correctly that was a bug from an older SDK version that Josh fixed... also, you need to set the acceleration value which I don't believe was in the old tut... but then again Josh redesigned the character controller completely since that tut was made... good rule of thumb is to look at the wiki for all of your commands and see if there has been any changes to what the parameters are now... try changing it and see what each one does for you...
and as far as I can tell the lua scripted lights when loaded from LoadScene just automatically work now... the position/rotation/color etc all seem to be set... at least for bmax users, I can't speak for c++
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answer to vegetation question, see here.
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You can use my test bmax framewerk program that I am using for testing lua scripted models loaded from an Editor scene. Let me know if you have any problems...
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wow, great attitude.
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i havent used them yet to know exactly how they are used but if you load the "tunnels.sbx" file in the editor, then open up the script editor and run the "flythrough.lua" you will see what it appears to do... looks like a rail for the camera/controller?
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? what? how is that possible? exciting stuff if it works as well as the tech demo shows...
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cool... he is awake! just got the SDK downloader... downloading now... first try gave me a bad password, second try it went through...
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ok... my work email quarantined the SDK downloader... hopefully Josh sees my email and can send it to my other email...
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cool... maybe a post in the old forum for this? didn't have clue this existed until checked Josh's blog
hmmm... how do you get in the SDK Owner Group? Is that something set by Josh or is it something I select in my profile?
***edit-nevermind... i guess i should read Josh's original post closer...
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UnderWater Fog Color And Range
in Programming
Posted
well i don't know if the water properties can be set since the lua script is using framewerk methods... I would think you would have to get that from parsing... but if you figure out how to do it straight from the lua script into bmax I would be extremely curious to know how you did it...