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MrIslomaniac

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Posts posted by MrIslomaniac

  1. I think that the mat file has to be changeg, just like mg's, but unfortunately microsoft office access table is assigned to .mat files and i can't open them ...

    =(

    File Extension .MAT - Microsoft Access Table Shortcut

    //Ok got that working now

    The light somehow isn't. can you send me the model you are using? maybe that will work ...

    //I just tried the model in the editor as well and there it works oO something i have to consider when putting this in the .exe?

    //light and sun:
    TEntity cam=CreateCamera();
    CameraClearColor(cam,Vec4(0,0,1,1));
    
    TLight light1  = CreatePointLight(1000,0);
    
    //and here is the rendering loop:
    
    UpdateWorld();
    
    //Render the scene
    SetBuffer(buffer);
    RenderWorld();
    //Render lighting
    SetBuffer(BackBuffer());
    RenderLights(buffer);
    //Swap the front and back buffer
    Flip(0);
    

  2. Ok heres the next thing:

    when I do this

    SetColor(Vec4(0.5,0.5,0.5,1));
    DrawRect(0,0,100,100);
    

    The texture is a little bit transparent, anyone knows why?

    P.S. no SetBlend(Alpha) is being used

    =(

  3. I just wanna practice modeling a little bit, so i would appreciate if you could give me something to model :P

    If the final product looks good to you, I can even upload it

    Thanks guys for your help

     

    P.S. I don't model characters

  4. Where are you sending the message to the entity? Can we see that code?

     

    if (KeyHit(KEY_E)==1){
    if((CameraPick(&pick, cam,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,1),50))!= NULL){
    	SendEntityMessage(pick.entity, "Open");
    }
    }
    

  5. Nope that does not help =( Thanks anyway

    P.S. i did not put the whole code in here:

    8code]

    TModel Cube = LoadModel("abstract::oldtree.gmf");

    SetEntityKey(Cube,"Health","100");

    EntityColor(Cube,Vec4(1,1,1,255));

    ScaleEntity(Cube,Vec3(1,5,1));

    PositionEntity(Cube,Vec3(x,y-1.25,z));

    EntityType(Cube,1);

    SetEntityCallback(Cube,(byte*)MessageReceiveCallback,ENTITYCALLBACK_MESSAGERECEIVE);

    [/code]

  6. Hey mates

    MessageReceiveCallback does not seem to work with an entity Loaded from a file!

    Anyone experienced that as well? Or maybe found a solution?

    I would be happy to hear one :)

     

    Cya

    TEntity Cube = LoadModel("abstract::tree.gmf");
    SetEntityCallback(Cube,(byte*)MessageReceiveCallback,ENTITYCALLBACK_MESSAGERECEIVE);
    
    And
    void _stdcall MessageReceiveCallback( TEntity entity, str message, byte* extra ) 
    {
    char str[256];
    sprintf(str, "%d got a message. Message name: \"%s\"", (int)entity, message);
    MessageBox(0, str, "MessageReceiveCallback called", 0);
    }
    

    It does work correctly if i don't load the file but use CreateCube(0);

  7. Good Evening Ladies and Gentlemen

     

    I just faced another problem:I load a model and when i collide with it, I go through it and then everything gets weird, watch it for yourself =)

     

     

    This is the code I am using:

    The model:
    
    TBody Hummer = LoadModel("abstract::hummer.gmf",0);
    PositionEntity(Hummer,Vec3(5,0,0));
    EntityType(Hummer,2);
    SetBodyMass(Hummer,100);
    
    and the controller:
    
    TController LocalPlayer=CreateController(1.8,0.45,0,50);
    EntityType(LocalPlayer,1);
    SetBodyMass(LocalPlayer,80);
    SetBodyBuoyancyMode(LocalPlayer, 1);
    

    HELP :P

  8. Hi JGuys

    Here is the thing:

    I am trying to elevate the terrain at any x and y coordinates with this code:

    for(int i = x+256;i<x+256+5; i++){
        for(int o = y+256;o<y+256+5; o++){
    SetTerrainHeight(Terrain, o, i, TerrainHeight(Terrain,o,i)+0.001 );
        }
    }
    

    the +256 is because the terrain 0,0 is at -256,-256

    The terrain raises in physics, but does not raise in visual(but somewhere else)

    Here is a pic:

    http://img202.imageshack.us/img202/1366/weirdh.jpg

    I hope you can help me...

    I would even say that there is a mistake in Josh's code ...

    When I move on the Z Achsis and i get physics on Z achsis, but the visual on X- achsis ...

     

    Posted it in the Bug Tracker: http://leadwerks.com/werkspace/index.php?/tracker/issue-66-small-axis-mistake/

  9. I just made a new Player class for me but my controller now does not seem to work anymore, it just get stuck in the air where it is created(neither gravity nor collision).

    I also tried the tutorial for controllers, but that does not work either ... any clues?

    #include "engine.h"
    int main(int argc, char** argv)
    {
    Initialize();
    //Create a graphics context
    Graphics(800,600);
    //Create a world
    if (!CreateWorld()) {
    MessageBoxA(0,"Error","Failed to create world.",0);
    goto exitapp;
    }
    //Create a camera
    TEntity cam=CreateCamera();
    CameraClearColor(cam,Vec4(0,0,1,1));
    PositionEntity(cam,Vec3(0,2,-10));
    Collisions(1,2,true);
    //Load a model
    TModel scene=LoadModel("scene.gmf");
    if (scene==0) {
    MessageBoxA(0,"Error","Failed to load model.",0);
    goto exitapp;
    }
    EntityType(scene,2);
    //Create a light
    TLight light=CreatePointLight();
    PositionEntity(light,Vec3(0,5,0));
    //Create a render buffer
    TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL);
    TController player=CreateController();
    EntityType(player,1);
    SetBodyDamping(player,0.0);
    SetWorldGravity(Vec3(0,-20,0));
    float move=0.0;
    float strafe=0.0;
    TVec3 camrotation=Vec3(0);
    float mx=0;
    float my=0;
    HideMouse();
    MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);
    //Main loop
    while(!KeyHit(KEY_ESCAPE)) {
    //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(cam,camrotation);
    //Player movement
    move=KeyDown(KEY_W)-KeyDown(KEY_S);
    strafe=KeyDown(KEY_D)-KeyDown(KEY_A);
    //Jumping
    float jump=0.0;
    if (KeyHit(KEY_SPACE)) {
    if (!ControllerAirborne(player)) {
    jump=4.0;
    }
    }
    //Run
    if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) {
    if (!ControllerAirborne(player)) {
    move*=2.0;
    strafe*=2.0;
    }
    }
    //Set controller input
    UpdateController(player,camrotation.Y,move,strafe,jump);
    //Update the world
    UpdateWorld();
    //Position the camera
    TVec3 playerpos=EntityPosition(player);
    TVec3 camerapos=EntityPosition(cam);
    camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0);
    camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z);
    PositionEntity(cam,camerapos);
    //Render the scene
    SetBuffer(buffer);
    RenderWorld();
    //Render lighting
    SetBuffer(BackBuffer());
    RenderLights(buffer);
    //Swap the front and back buffer
    Flip();
    }
    exitapp:
    return Terminate();
    }
    

    I think I am just missing something like SetCollision or SetMass ...

    Greetz

  10. Hi guys

    I am trying to make some examples for the terrain section of the wiki. Does anyone see my mistake?

    SetTerrainTexture(Terrain,Sand,0,0);
    SetTerrainTextureConstraints(Terrain,0,45,0,5,0);
    SetTerrainTexture(Terrain,Gras,0,1);
    SetTerrainTextureConstraints(Terrain,0,90,5,10,1);

    I have the Sand texture everywhere ...

    Greetz =)

  11. Hard to say from that picture, but looks like you might be inside the terrain.

    Well yeah that's what i already told ya =) I am right in the terrain. When i zoom out, it doesn't render anymore, that's why i took that screenshot ...

    Maybe FlipMesh( terrain ); and UpdateMesh( terrain );?

    How can I flip a Mesh, when I create a Terrain? :)

     

    Greetz

  12. Sounds like the normals are inverted for some reason. You sure you are above it and your camera isn't just upside down?

    In the picure i am right in it ...

    When I am over it, you can't see it :)

  13. Good evening fellas

    I tried to load a terrain I created with the editor but I seem to be missing something

    TTerrain Island = CreateTerrain(512);
    LoadTerrainHeightmap(Island,"abstract::Alpha_height.raw");
    LoadTerrainAlphamap(Island,"abstract::Alpha_alpha.dds");
    

    It just does not render correctly ... When I am over the terrain, it does not render at all, when I am under it it looks normal.

    Can someone give me a hint?

     

    Dustin

    strangek.jpg

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