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Masterxilo

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Everything posted by Masterxilo

  1. Masterxilo

    3D Pixels

    I'd rather use billboard sprites.
  2. Josh told me that this is just the way lua works and the paths are always relative to the running executable file and the default "Scripts/" subfolder is hardcoded into the engine and Editor.exe... For example, when your LE application starts, all scripts in the folder "Scripts\Start\" relative to your executable's path are run.
  3. Hmm, looking good so far. I see lots of very nice concept art and hear of game design documents and huge storylines. But has any line of code already been written? A coding concept, rough class design maybe? A list of oodules/parts/sub-engines that will be needed? How close is that demo in which work seems to be invested? Any pre-alpha screenshots? Is there any need for programmers yet? What work that can be played have you guys done so far (considering that this project seems to be 1 yr in the makings already)? If coding is in fact going on, what collaboration platform are you using? More please... xD Maybe I'd like to contribute.
  4. How is this project going?
  5. np http://leadwerks.com/werkspace/index.php?/files/file/161-gmf2obj/
  6. File Name: gmf2obj (with source code) File Submitter: Masterxilo File Submitted: 01 Aug 2010 File Updated: 17 Aug 2010 File Category: Tools and Utilities This simple tool converts any static-geometry-only .gmf model file dragged onto it to an .obj model ready to be loaded by any external modeling application. It creates a separate submodel/group for every "surface" of the original model (that is a group of polygons with the same material). Secondary uv coordinates are not converted, neither are scaling, position and other matrix modifications. Bones and other helpers are not converted either. This is only meant for static geometry. Source code (cpp) included for those who are interested. Basically, this really just loads the model using the engine's loading commands, no gmf api (that one can be used to write gmf's only anyways...) or any fancy file parsing is used. In order to make this able to run standalone, all the engine dependencies Again, the attached file is actually a .7z (7-Zip) file, rename to unpack. This format should really become a standard, it is superior to rar and zip in file size and unpacking speed. Click here to download this file
  7. I wrote a simple converter to turn static gmf models into .obj's. I can give it to you if you like.
  8. Don't edit the material scaling in the 3ds max material editor but scale the actual texture uv's of the model.
  9. Right, every other tabbed program I know has that feature.
  10. The material callbacks are called every time a material is set for rendering. You could update some uniforms of the shader the material uses within that callback. Or change some textures (for animated materials).
  11. Try calling: -- Bind each buffer to a face of the cubemap SetColorBuffer(cubemapbufferpx, cubemap, 0, 0) -- positive x SetColorBuffer(cubemapbuffernx, cubemap, 0, 1) -- negative x SetColorBuffer(cubemapbufferpy, cubemap, 0, 2) -- positive y SetColorBuffer(cubemapbufferny, cubemap, 0, 3) -- negative y SetColorBuffer(cubemapbufferpz, cubemap, 0, 4) -- positive z SetColorBuffer(cubemapbuffernz, cubemap, 0, 5) -- negative z after every render.
  12. 100% support this request. But I'm not quite sure whether the commands should start with Get/Set in the c api... BodyGet... and TerrainGet... would be easier to find by "accident" when learning the commandset by looking trough intellisense. That syntax would be more similar to the oop terrain.Get...(); But yes, those functions are really needed.
  13. CreateCubemap()? Sounds like an interesting command. How do you know of it?
  14. No there's not, and such a feature has already been requested a long time ago http://forum.leadwerks.com/viewtopic.php?f=16&t=4858 So it's most likely not going to be implemented very soon. But you can of course parse the .mat file yourself a second time and set the shader uniforms with your own code.
  15. Any news/progress/response on this? This is pretty critical for games that are meant to be playable by everybody...
  16. Really? Yeah, it should do that itself then.
  17. Looks like there are more important things to do...
  18. Masterxilo

    Component prefabs

    Per entity dlls? That sounds interesting...
  19. How do you mean it's not kicking in?
  20. LEO doesn't need to compile more than once anyways since you include it in the precompiled header.
  21. Great, thanks. But: You shouldn't have done that. Tabs are never a good thing to use since you can't know how wide they'll be. I set my msvs to replace tabs with spaces, but it only does this with my own files, it leaves other files as they were but makes their tabs look as wide as n-spaces. 10k is nothing, it's not worth it... Put the spaces back.
  22. How do you know? What about plastic? And the cubemapping was removed from the shader...
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