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macklebee

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Everything posted by macklebee

  1. eh, I got something ok looking by using the cloud01.mat from the rendering sky tut and using the properties settings of: "area"="2,2,2" "life"="50" "material"="cloud01.mat" "particles"="100" "radius"="2,2" "rotationspeed"="0.01" "velocity"="0.3,0,0" "waver"=".1" perhaps even putting a second one as well but with the velocity in the opposite direction...
  2. macklebee

    entity name

    you weren't holding your mouth right...
  3. macklebee

    entity name

    when you hit apply you should see the instance of it on the right side of the screen change to that name. It works for me on my custom objects.
  4. yes. If you want to use those models in your program's game, go buy them. They are only being used to show the possibilities of what you can do.
  5. so this is the correct way to do it? Framework leadwerks.ENGINE Import lugi.generator Import "luacommands.bmx" Import leadwerks.framewerk 'Include "lua-gluefunctions.bmx" 'generateGlueCode("lua-gluefunctions.bmx") 'End GenerateGlueCode("BMAX2luaFramewerk.bmx") End then include the "BMAX2luaFramewerk.bmx" from now on? ***edit--- ok that didn't work. The generated file still didn't allow skybox or water properties to be automatically created in bmax... So I assume I am doing something wrong. But in any case, this seems like this should already be built-in, especially if core objects in the editor are going to use framewerk methods. I realize this will probably eventually happen, and that it will just take time to do so... Seems like having the entire framewerk built in lua is a must if you expect users to be able to share scripted models with each other easily.
  6. what is the "luacommands.bmx" needed for? Do we need that if we use bmax framewerk with lua?
  7. gordon, just add an emitter to a scene in the editor making adjustments as you see fit, and load the scene with your program. It can be all handled by lua script now.
  8. ahh... hehe you already found this... in any case, if you create a environment_emitter.INI file with these settings: color=255,255,255,255 intensity=1 particles=50 velocity=0,1,0 radius=0.1,0.1 rotationspeed=1.0 life=1.0 waver=1.0 area=1,1,1 and save the file inside the ..\Leadwerks Engine SDK\Models\Entities\Environment\Emitter folder. Restart the editor and place an emitter in the scene. This allows you to avoid having to set the color/alpha every time you create an emitter, unless of course you wish to change the color.
  9. you could use distancefog, but it would make everything gray... and not some defined entity that you could approach. Or you could use a particle emitter... perhaps even implement the cloud shader on an entity...
  10. i don't know if the last one will work... newton has issues with scaling.
  11. macklebee

    Dianabol

    Going thru the wiki and came across this:Dianabol Would appreciate the command syntax for Blitzmax to be added. It seems this would be useful for my character controller.
  12. Agree. You are not the first one that felt they had to use C++ for leadwerks simply because most of examples/tuts were geared towards c++. It was unfortunate that the decision was to focus on c++. Always thought it was strange that the logic for doing this was because bmax users can simply convert c++ tuts whereas apparently c++ users can't convert bmax tuts... but in any case, what I have found as well as others (actually we just had a recent convert ) that bmax is still a lot easier to get a handle on for LE especially if you are new to programming.
  13. any chance to get an example of how the bmax framewerk can be implemented this way?
  14. Easiest would be to just give it a specific unique name in the editor properties, save the sbx, and then just search for the entity key that has that specific name (instead of the old way of searching for a classname). If the entity in your parsing of the sbx has that unique name then perform whatever you wish based on that entity.
  15. thanks... i grabbed the 0.8 version and built/documented that in bmax and Josh's example appears to work now... appreciate it.
  16. do i just download the generator.mod and place that in the blitzmax mod folder for lugi.mod folder? sorry, I am not sure I understand what you mean when you say clone?
  17. what are you using for an acceleration value for the UpdateController command? That increases the acceleration of your controller (and inversely the deceleration). What is the mass you have set to your controller? A controller with a much higher mass than the object it collides with will react differently than when the two are closer in mass. Also, play around with the iterations value (the parameter after the acceleration parameter in UpdateController), because according to the wiki:
  18. I keep getting errors because it doesn't find the interface for module "lugi.generator" if I do it like this: Framework leadwerks.ENGINE Import lugi.generator Import "luacommands.bmx" Include "lua-gluefunctions.bmx" 'generateGlueCode("lua-gluefunctions.bmx") 'End If I comment this line out and the use the generateGluecode, I get an error that it doesn't recognize the generateGluecode command. Framework leadwerks.ENGINE 'Import lugi.generator Import "luacommands.bmx" 'Include "lua-gluefunctions.bmx" generateGlueCode("lua-gluefunctions.bmx") End If I comment out the generateGluecode/End and lugi.generator, and include the "lua-glufunctions.bmx" then it works. Framework leadwerks.ENGINE 'Import lugi.generator Import "luacommands.bmx" Include "lua-gluefunctions.bmx" 'generateGlueCode("lua-gluefunctions.bmx") 'End So where do I get the lugi.generator module? I assume this contains the generategluecode command? and yes I have the lugi module inside the blitzmax module folder...
  19. macklebee

    Videos

    its basically what we have for water at the moment...
  20. see this video and look at the wiki home page for the pdf file...
  21. thanks gordonramp. If any bmx users are interested, you can get an updated controller program from my blog that sets your skybox, water properties, and distance fog based on your Editor map, as well as give the option to set aa, bloom, godray, hdr, ssao, and wireframe during runtime... basically just what I am using to test the new editor and lua scripted objects...
  22. yeah, good point josk... to get the oildrum lua script sound to work in your bmax framewerk program, you need this in your bmax code: SetGlobalObject("listener", CreateListener(fw.Main.camera)) and this is the modified oildrum.lua code for the collision function: --Add collision noise function Collision(model,entity,position,normal,force,speed) local entity=entitytable[model] local time,i if fw~=nil then listener = fw.listener else listener=GetGlobalObject("listener") end if EntityDistance(listener,model)<30 then if speed>hitthreshhold then time=AppTime() if time-lasthitnoisetime>hitnoisedelay then --Check how many impact noises are already active local countsources=0 for i=0,2 do if hitnoise[i]~=nil then countsources=countsources+hitnoise[i]:ActiveSources() end end --Only emit a sound if there are fewer than the allowed max sources if countsources<maxhitsources then i=math.random(0,2) if hitnoise[i]~=nil then entity.model:EmitSound(hitnoise[i],30,1.0,0) end end lasthitnoisetime=time+math.random(0,hitnoisetimevariation) end end end end
  23. glad i could help i am trying to finish setting up my bmax framewerk testing code that will set the water, distance fog, skybox, what have you... i will post that in my blog for anyone to use for testing if they wish...
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