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Carve

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Everything posted by Carve

  1. I have some hosting ideas for distribution; 1) Torrents 2) FTP type connection (similar to how Leadwerks SDK installs, with a key system) 3) Buy a cheap but reliable seeder box - coincides with #1. 4) I have some webhosting through the company I work for, can provide at-least 1 mirror, possibly 2.
  2. Here's my quick attempt; Edit; Attemp2 w/ original font;
  3. would you please upload it so that I and everyone else could see?
  4. Nice work Josh, I'm anxiously anticipating your bmax to c\c++ translations and the new additions!
  5. Just as implied in the topic title, will it be possible to pre-order for a certain percentage off for previous Leadwerks 2 developers?
  6. I have quite a few Vegetation models (trees, grass, bushes, rocks, etc) first question is: How do I add the basic lua script that will allow the basic dialog for snapping to terrain, material, etc? Second question is: How do I add things to the Vegetation Painting? Like how there is a Tree and Grass, how would I do so for my models?
  7. Thanks ZioRed! I totally overlooked the custom playerstart! That was my problem all along heh
  8. What portion of the "Power Tutorial" adds a model for the player? Afaik it's using the info_playerstart?
  9. It is not moving, like at all.. I can move the mouse and zoom in/out just fine. When trying to set the "pistol" to the player it crashes, so for now that is disabled. I've removed the player creation, and removed the secondary SetCurrentPlayer portion. Still behaving the same way, no movement, except for the camera/mouse.
  10. pre-main loop: mPlayer.Create(); mGame.scene.SetCurrentPlayer("info_playerstart"); mGame.scene.SetCurrentPlayer("player1"); main loop: mGame.MouseLook(mGame.scene.cam); mGame.KeyboardMove("player1"); mGame.PositionPlayerModel("player1"); mGame.PositionCamera(); all this works , except the KeyboardMove("player1");
  11. I can't seem to get the game.KeyboardMove(); to work with gamelib (latest w/ mods to work with LW2.4). Anyone else able to get this working? Thanks
  12. Figured it out! Problem was with the Engine calls, not doing engine.Create prior to the rendering! and a few other small things like MouseMove etc. Thanks Lumooja!
  13. DOH! Forgot the exe indeed, sorry about that! Attached now. FPS-Debug.exe
  14. Here ya go, I didn't use anything but what came with LW SDK (2.4.0). - Put the FPS.zip contents in your Leadwerks SDK root folder (you have the .dll's i'm sure, so dont write over!) I attached the testMap as well - it needs to go in /Maps Thanks again Lumooja testMap.zip
  15. Updating my graphics drivers, only about a month old anyway.. But why would it work in the Editor and not the Application? Do they not both use engine.dll?
  16. That's how it is setup, and I still get none of the Terrain loading, this is quite strange.. I'm using 2.4, would that matter?
  17. Does any folder besides the Scripts folder (and the dll's / paks (shaders) obviously) need to be in the application.exe's ROOT folder as well? Like Models / Materials, should they be copied over as well, or shouldn't the abstract path to c:/leadwerks take care of that?
  18. Yes, I can pan the camera. Tried that, here's a pic: http://d3-studios.com/carve/testMap_inApplication2.png *spoiler* SAME problem */spoiler*
  19. I dropped those already, and cleaned the code up more. I removed mBuffer and mScene. also I removed the DrawText for FPS, and it removes the overlay for FPS (You referred to it as another render) - So now it shows the FPS and Tris correctly. Still the same issue though.. the terrain and everything is black, this is never ending!
  20. I have the code for the PlayerStart portion, but I am using hardcoded variables for the time being Could you explain further? New Code (now using Gamelib) #include <Main.h> int main() { if (!Initialize()) return 1; mGame.Initialize(1024, 768, 0, 0, 0); mScene.Initialize(); SetAppTitle("FPS v0.0.1 - using gamelib v" gamelibver); RegisterAbstractPath("C:/Leadwerks"); mBuffer = CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); // Setup Cameras if (mCamera != NULL) { mCamera = mGame.scene.cam; } else { mCamera = CreateCamera(); } PositionEntity(mCamera, Vec3(-3, 2, -18)); // mMiniMapCam = CreateCamera(); // Load Sandbox Scene mScene.LoadMap("abstract::testMap.sbx"); AppLog("Loaded scene.."); // Setup the mouse HideMouse(); MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2); //mMiniMap.CreateMinimap(128); // Create the Minimap // ** Game loop *********************************************** while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { mGame.scene.Update(); // Update mGame.scene.Render(); // Render // Rendering of the 2D stuff mGame.DrawCrosshair(GraphicsWidth() / 2, GraphicsHeight() / 2); DrawText(0, 0, "FPS : %.3f", UPS()); DrawText(0,15, "Tris: %d", TrisRendered()); // Render Minimap //mMiniMap.Update(mMiniMapCam); // Update the Minimap // Send to screen Flip(0); } } // Done return Terminate(); }
  21. Yes in the Abstract Path they are located, same paths as the Editor uses are used by the Application. Do I need to copy more then the Scripts folder to the Application.exe Root?
  22. Would Screen shots be more helpful for you guys? Here's in the Editor: http://d3-studios.com/carve/testMap_inEditor.png Here's in the Application itself: http://d3-studios.com/carve/testMap_inApplication.png
  23. I've tried what you suggested, added a playerstart to the scene, and then use the position of it. The test scene I made now loads, but I can only see the Firepit, no textures for the ground and if i attempt to move I fall. Why would the ground be black?
  24. I can load the demo scene "tunnels" just fine, but when trying to load any of the other scenes it seems to just stay black? I have tried using different camera + player positions, and everything, the only one that I can get working is the tunnels.sbx I renamed this to testScene.sbx and it still works fine, creating a new scene, then adding a 128x128 or w/e size terrain, painting the terrain, adding a camera, and light.. then saving the scene as testSceneTwo.sbx .. There is nothing in the logs to suggest anything went wrong, and it acts as if it's loaded everything correctly. Code below: #include <Main.h> int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("C:/Leadwerks"); SetAppTitle( "Test FPS" ); Graphics( 1024, 768 ); AFilter(); TFilter(); mWorld = CreateWorld(); if (!mWorld) { MessageBoxA(0,"Error","Failed to create mWorld.",0); return Terminate(); } mBuffer = CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); // Setup Cameras mCamera = CreateCamera(); PositionEntity(mCamera, Vec3(-3, 2, -18)); Collisions(1,2,true); // mMiniMapCam = CreateCamera(); // Load Sandbox Scene mScene = LoadScene("abstract::testScene.sbx"); MessageBoxA(0,"Loaded scene..","",0); ProcessScene(mScene); // Setup the spectator (player) mPlayer = CreateController(1.8,0.4,0.5,45.01); EntityType(mPlayer, 1); SetBodyMass(mPlayer, 1); PositionEntity(mPlayer, Vec3(-3, 2, -18)); float move=0.0; float strafe=0.0; TVec3 camrotation=Vec3(0); float mx=0; float my=0; // Setup the mouse HideMouse(); MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2); // mMiniMap.CreateMinimap(128); // Create the Minimap // ** Game loop *********************************************** while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { // camera looking mx = Curve(MouseX()-GraphicsWidth()/2, mx,6); my = Curve(MouseY()-GraphicsHeight()/2, my,6); MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2); camrotation.X = camrotation.X+my/10.0; camrotation.Y = camrotation.Y-mx/10.0; RotateEntity(mCamera, camrotation); // player movement move=(KeyDown(KEY_W)-KeyDown(KEY_S))*2.0; strafe=(KeyDown(KEY_D)-KeyDown(KEY_A))*2.0; // player jump float jump=0.0; if (KeyHit(KEY_SPACE)) { if (!ControllerAirborne(mPlayer)) { jump=4.0; } } // player run if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) { if (!ControllerAirborne(mPlayer)) { move*=2.0; strafe*=2.0; } } // Set controller input UpdateController(mPlayer, camrotation.Y, move, strafe, jump); // Update timing and mWorld UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Position the camera TVec3 playerpos = EntityPosition(mPlayer); TVec3 camerapos = EntityPosition(mCamera); camerapos.Y = Curve(playerpos.Y+1.75*0.5, camerapos.Y,2.0); camerapos = Vec3(playerpos.X, camerapos.Y, playerpos.Z); PositionEntity(mCamera, camerapos); // Render Main SetBuffer(mBuffer); RenderWorld(); // Render lightning SetBuffer(BackBuffer()); RenderLights(mBuffer); // Render Minimap //mMiniMap.Update(mMiniMapCam); // Update the Minimap // Send to screen Flip(0) ; } } // Done return Terminate() ; } Thanks ahead of time!
  25. Can you elaborate more about setting the XYZ coordinate system? Also, on your screenshots of the LW Editor, how did you setup you layout like that? With the tabs and stuff for entities, models, etc? Thanks I'll try this first.
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