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macklebee

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Everything posted by macklebee

  1. whats the name of your dae plugin for uu3d? I've downloaded it but I can't get it to recognize the plugin...
  2. as far as I know the modelviewer only accepts the Leadwerks GMF file format... so no, offhand I would say its not a bug
  3. come over to bmax its easier and lua scripted emitters work with our framewerk
  4. Mike, try changing the light_point INI file from this: classname="light_point" color=255,255,255,255 intensity=1 range=10 shadowmapsize=256 shadowoffset=0.0,0.95 inversesquarefalloff=1 to this: classname="light_point" color=255,255,255,255 intensity=1 range=10 resolution=0 linearoffset=0.0 multoffset=0.95 inversesquarefalloff=1 This is the easiest so you don't have to change the lua script. Linearoffset and multoffset replace shadowoffset. Resolution replaces shadowmapsize in the INI file and the settings are this: resolution=0 is a shadowmapsize of 256 resolution=1 is a shadowmapsize of 512 resolution=2 is a shadowmapsize of 1024 resolution=3 is a shadowmapsize of 2048 Then restart the Editor and open up your scene and click onto your pointlight and check the settings... then resave the sbx and see if works now... you might have to delete the pointlight and recreate it to get it to work correctly.
  5. hmmm... no I just added a pointlight to my test scene and it seemed to work just fine... perhaps its the same issue with the spotlight, where the INI file is wrong, so when you save it sets the SBX settings to something that will not actually show the pointlight
  6. yep, those look like what I have... working on modifying my testcode right now to incorporate that into my parsing loop along with setting the skybox...
  7. 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...
  8. nevermind... just re-read your post...
  9. 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...
  10. now if we can only get emitters to work automatically in c++! 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!
  11. 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++
  12. 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...
  13. Well, I have been playing with the editor, lua scripts, and integrating lua-scripted objects into a framewerk bmax program. There are some quirks that you have to work around and some modifications that need to be made to some things... First, it doesn't appear you can transfer certain aspects of lua framewerk to an external program that is using framewerk. Setting worlds appears to work but using a framewerk method in lua and expecting it to work in your external program does not. Setting framewerk worlds between lua and the external bmax program requires that you set a global object in bmax, and retrieve the value in lua. SetGlobalObject("world_main", fw.Main.world) SetGlobalObject("world_transparency", fw.transparency.world) SetGlobalObject("world_background", fw.background.world) SetGlobalObject("camera_main", fw.Main.camera) SetGlobalObject("camera_transparency", fw.transparency.camera) SetGlobalObject("camera_background", fw.background.camera) SetGlobalObject("renderer_world", fw.renderer) Collisiontypes (more commonly known as entitytypes) are handled by the property settings in the Editor. But for the collisions to work in your external program, you still need to set all of the possible collision combinations in your external program. Collisions(1, 1, 1) Collisions(1, 2, 1) Collisions(1, 3, 1) Collisions(2, 2, 1) Collisions(2, 3, 1) Collisions(3, 3, 1) etc... The skybox setting inside the atmosphere gmf lua script, is using a framewerk method, so that it prevents your external program from using it... hence no skybox. So you could completely rewrite the lua script to do the stuff the old fashion way... inverted skybox, painting material... etc... or just parse thru the sbx file like we used to do with ProcessScene() as Josh recommends that we do in bmax. Local scene:TEntity = LoadScene("abstract::testscene.sbx") Local entity:TEntity For entity = EachIn scene.kids Local skymaterial:String = entity.GetKey("skymaterial", "") If skymaterial <> "" skymaterial = "abstract::" + skymaterial fw.renderer.SetSkybox(LoadMaterial(skymaterial)) EndIf Next Another example of lua framewerk causing issues combined with bmax is the oildrum's script where the collision functions sound emitter is using fw.listener to determine if it should play the sound or not. So the existing script needs to be modified to allow for use in the Editor as well as being used in an external program. The bmax code needed: SetGlobalObject("listener", CreateListener(fw.Main.camera)) The modified oildrum lua script's collision function here. The goal with trying to get the standard Editor objects to work with bmax framewerk is to learn what works and what doesn't work. The lessons learned here will help bypass problems when creating scripts for my own custom objects. The final goal of course is to not only have them work in my game but the editor as well to allow me to share scripts with others in the forum.
  14. haha yes... I was expecting something completely different when i clicked on it... this would be great... I wish I had this 6 months ago when trying to convert a pack I had...
  15. aye... I kind of lost my incentive there after losing all my previous work from the hd crash... it was hard to get motivated to start over on the modeling aspect, much less relearning the little that I had figured out with the programming side. But with vacation coming up and the new editor... my motivation is coming back to get something to show for my countless hours sitting in front of this screen.
  16. 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?
  17. ? what? how is that possible? exciting stuff if it works as well as the tech demo shows...
  18. cool... he is awake! just got the SDK downloader... downloading now... first try gave me a bad password, second try it went through...
  19. ok... my work email quarantined the SDK downloader... hopefully Josh sees my email and can send it to my other email...
  20. macklebee

    Entering data...

    do the private sections prevent certain groups from seeing/posting or does it just prevent non-forum members from seeing posts?
  21. First post in my leadwerks related blog... waiting like a kid on christmas eve night for the new editor. now that I actually have a blog, I guess I will have to start actually producing something to put here... mostly I work on something, then get distracted by something else and never get back to finishing anything... but I have high hopes for december!
  22. 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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