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macklebee

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Blog Comments posted by macklebee

  1. yeah, it took awhile to figure out the texture orientation in hex vs LE... sometimes I still havent figured it out... i just keep flipping textures in hex' export options until i get what i need :rolleyes:

     

    The error that you get in uu3d is not really an error but more of a warning. :)

    To get the model to "normal" LE size:

    - After loading model into uu3d, click 'Select-->All' to choose the entire model

    - Click '3DTools-->Modifiers-->Scene-->Scale' and scale the item as you see fit. One square tile in UU3D is equal to one square meter tile in LE's editor.

    - Click '3DTools-->Modifiers-->Scene-->Move' and set the origin for your model, keeping in mind that 0,0,0 in UU3D will be your model's origin/pivot in LE.

    - Add material/textures by using the UU3D's material editor's Maps tab and adding a texture to the diffuse map. Doesn't matter if its anything else, because the LE *.mat file determines how it is used.

    -Export to gmf keeping in mind if you need to export multiple uv's due to multiple textures, bones, animation... etc...

  2. As a bmax user, I guess I could say I am already used to having to convert code since the majority of the LE tuts are c++. Bmax users have a gui module available to them and I cannot imagine that there isn't a c++ gui library available. This isn't fpscreator. Its not Josh's responsibility to code every possible thing you would want in your game for every language. If someone decides not to use lua, that's their choice and they would need to do their own implementation.

  3. As a fellow hexagon user, I found your workflow interesting. I typically just name the material, export as obj, then use uu3d to scale, set the origin, and assign textures. That way I can name the textures whatever I want and its easier for me to get the equivalent LE scale and set the origin in uu3d. This allows me to basically "freehand" my model and not worry about scale or axis while in hexagon. However, your method looks like it works just as well and as as efficient. Appreciate the video. nice work.

     

    And I believe many of us here are in the same boat as far as creating a "playable" game. We have families and jobs that take precedent over this. And alot of us do not even program or do "art" for a living. I don't think you have to have a playable demo to actually contribute to this community.

  4. I don't see why anyone would be pissed off about getting any free example (assuming that Josh is actually going to release this to the public). If anyone is making a pure bmax / c++ with no lua, that is their choice and will need to make do. But since this is lua and can be used with bmax/c++, I don't see anyone making a complaint. Especially since if they truly wanted to, they could just convert the lua code to their language of choice.

  5. aye, I have recently been playing with your previous release of the lua gui. So far, it works pretty decent. Also noticed the frame.lua script inside the recent update and have tried to use it to no avail. Look forward to seeing more information on this.

  6. If you want a list of exposed commands, use Tylers Debug LIbrary in the downloads section. And in your code use the "LogGlobals" command at the top of a script which dumps all ... well Globals. Functions and constants alike. Cut and paste the output into something like Notepad++ which can sort text into alphabetical order (select all > TextFX_Tools > Sort_Lines ). And you have an alphabetised list of (a lot of constants but also) functions. Doesn't give detail on parameters but it's enough to confirm the existance of a command. Easy to spot the omissions.

     

    thanks flexman... this is very useful info. appreciate it.

  7. what does this update include? just the single-state lua? new lua examples thats documented/commented? updated existing lua scripts for single state? a lua framewerk? a 2D feature in lua that works with editor and external language? a list of all exposed engine commands in lua and their syntax?

  8. 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. :)

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