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ErhanK

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Everything posted by ErhanK

  1. Great news. I can't wait for the particle and decal system.
  2. ErhanK

    Ultra Engine first try.

    Ultra Engine first try. Works verry well

    © Erhan Karadağ

  3. ErhanK

    Editor WIP

    What I needed most in LE4 was the vertex edit mode. Looks like there will be
  4. ErhanK

    Rogue System

    Which UI framework are you using? It can draw UI on surfaces. I need something like this.
  5. ErhanK

    Bone Lenght

    Thank you but none of those 3d assets are not made by me yet. I decompile and use them temporarily for speed prototyping. They coming from cry of fear, stalker and doom 3 (enemies not seen in video). My models are still under development but it will work fine. All of these motions are animated included iron sight. Btw i have to say something here. The rifle scope seen in white, it's actually rendered by scope camera to texture and it's works fine in engine but, when i'm publish the game it's doesn't work.
  6. ErhanK

    Bone Lenght

    It's very helpful thank you. I might be find way by this?
  7. ErhanK

    Bone Lenght

    I'm just trying to make automatic ragdoll but if a bone is just a point you right. it will doesn't make sense. I thought it might have a beginning and an end like in a blender.
  8. ErhanK

    Bone Lenght

    Ah i forgot to say something thank you I'm using this method but what about a single bone or an end-hierarchy bone?
  9. ErhanK

    Bone Lenght

    Hi. Is there any way to get a bone length in a model?
  10. What if i want to render extra 3rd person character mesh that is casts only own shadows and it's not visible by main FPS camera? How i can make it?
  11. ErhanK

    ifstream

    I'm trying to get it line by line with stop delimeter. I don't know if it exist in Stream class but simply i'm trying this.. ifstream myfile(filename); if(myfile.is_open()) { string item; string name; string type; while(!myfile.eof()) { getline(myfile,item,'|'); getline(myfile,name,'|'); while(getline(myfile,type,'|')) { cout<<type<<endl; } getline(myfile,type,'\n'); } myfile.close(); } Maybe i can do some extraction after stream->ReadLine()
  12. ErhanK

    ifstream

    Hi. When i'm add the fstream header to my project, i'm getting this error : 'EOF': undeclared identifier. It's happens only in leadwerk project. Why is it? I'm trying to parse a custom file like this code: entityDef weapon_shotgun { "weapon_name" "weapon_shotgun" "def_projectile" "projectile_bullet_shotgun" "ammoType" "ammo_shells" "ammoRequired" "1" "clipSize" "8" "mtr_flashShader" "muzzleflash" } so i can generate my entities from it.
  13. So i need this : if (PickInfo.entity->GetKeyValue("GameObjectType") == "NpcBase") { //NPC_Base is my custom actor NPC_Base* tmp = dynamic_cast<NPC_Base*>(PickInfo.entity->GetActor()); tmp->DoSomething(); } and thank you so much :)
  14. I want to call the custom function in a c++ class ... I have one more question. I don't know which is better. I've created a custom actor class. This class creates an entity within itself and attaches itself to it. Should I use this, or should I create an entity, also create a custom actor and then assign that actor to that entity? I gave an example below. //Header class EnemyBaseActor : public Actor { public: EnemyBaseActor(); }; //CPP EnemyBaseActor::EnemyBaseActor(){ this->entity = Model::Load("Models/Zombie.mdl"); this->entity->SetActor(this); } OR // In the main ex. Entity* myEntity = Model::Load("Models/Zombie.mdl"); Actor* zombieActor = new EnemyBaseActor(); //My custom actor. myEntity->SetActor(zombieActor); //zombieActor->Release(); // It's doesn't work. So i didn'n write it. it works in two ways, but which one is right?
  15. Hi. How can i call a custom function on my hitinfo entity? if (PickResult) { if (PickInfo.entity->GetClass() == Entity::ModelClass) { if (PickInfo.entity->GetKeyValue("GameObjectType") == "NpcBase") { //PickInfo.entity-> ?? ex. GetHurt() } } }
  16. Yes sure..thank you Smoke.zip BulletHit.cpp
  17. When the bullet I fired hits the wall, smoke comes out. Such a change in lights occurs throughout the lifetime of the smoke. Is this a bug or am I making a mistake? Here is my code { //initial codes up here //Smoke emitter smokeMaterial = Material::Load("Materials/Effects/smoke.mat"); hitEmitter[1] = Emitter::Create(); hitEmitter[1]->SetCollisionType(0); hitEmitter[1]->SetColor(1, 1, 1, 0.25); hitEmitter[1]->SetMaterial(smokeMaterial); hitEmitter[1]->SetEmissionVolume(0.05, 0.05, 0.05); hitEmitter[1]->SetVelocity(0.5, 0.5, 0.5, 1); hitEmitter[1]->SetParticleCount(18); hitEmitter[1]->SetReleaseQuantity(18); hitEmitter[1]->SetMaxScale(4); hitEmitter[1]->SetDuration(1500); hitEmitter[1]->AddScaleControlPoint(0, 0.7); hitEmitter[1]->AddScaleControlPoint(1, 1); hitEmitter[1]->SetRotationSpeed(8); hitEmitter[1]->SetAcceleration(0,-1.2,0); hitEmitter[1]->Hide(); hitEmitter[0]->SetParent(this->entity); hitEmitter[0]->SetPosition(0.0f, 0.0f, 0.0f, false); hitEmitter[0]->SetShadowMode(0); hitEmitter[0]->Show(); hitEmitter[0]->SetLoopMode(false, true); lifeTime = 12000; fadeTime = 4000; fadeStart = Time::GetCurrent() + lifeTime - fadeTime; } void BulletHit::UpdateWorld() { int currentTime = Time::GetCurrent(); if (currentTime > fadeStart) { float alpha = 1.0f - (currentTime - fadeStart) / fadeTime; if (alpha <= 0) { this->entity->Release(); } } }
  18. ErhanK

    GetTexture()

    Yes "pickInfo.GetSurface()->GetMaterial()->GetTexture(0)->GetPath()" this is worked. thank yo but its causing some problems. i'll think another way
  19. ErhanK

    GetTexture()

    Yes.it's returning null but how can i achive this? Can we get this information from the surface of pickinfo?
  20. Hello there. I'm trying to get the texture path on pickinfo's surface. If I can get the path name, I'll specify the bullet impact effect from the postfix I added to the texture name (eg myTexture_wood or myTexture2_metal). But the nullptr value is returned. Here is my debug window. can anybody help?
  21. Is it correct to add the Baked lighting map from the blender cycles as an emission and diffuse shader to the leadwerks? I tried, but there's no decal on it. How would it be? Would it give such an image? Anybody try anything like that?
  22. This is my RTS project's mouse zoom code. I hope this c++ code can give you idea. float cameraDistance = 15.0f; float smoothness = 15.0f; float zoomRangeMin = 8.0f; float zoomRangeMax = 20.0f;; Vec3 playerCameraPos; Vec3 playerCameraNewPos; float scrollSpeedFPS; float mouseWheel; int getMouseWheelDirection() { int wheelReturn = 0; float mouseWheelPos = Window::GetCurrent()->GetMousePosition().z; if (mouseWheel != mouseWheelPos) { if (mouseWheelPos < mouseWheel) { wheelReturn = 2; //Wheel Down } else if (mouseWheelPos > mouseWheel) { wheelReturn = 1; //Wheel Up } mouseWheel = mouseWheelPos; } return wheelReturn; } void mouseMovement() { playerCameraPos = playerCamera->GetPosition(); playerCameraNewPos = playerCameraPos; scrollSpeedFPS = scrollSpeed * Time::GetSpeed(); if (playerCameraNewPos.y != cameraDistance) { playerCameraNewPos.y = Math::Curve(cameraDistance, playerCameraNewPos.y, smoothness / Time::GetSpeed()); } int mouseWheelDirection = getMouseWheelDirection(); if (mouseWheelDirection) { if (mouseWheelDirection == 1) { if (cameraDistance < zoomRangeMax) { cameraDistance = cameraDistance + 2; } } else if(mouseWheelDirection == 2){ if (cameraDistance > zoomRangeMin) { cameraDistance = cameraDistance - 2; } } } playerCamera->SetPosition(playerCameraNewPos); }
  23. The fbx version of your file is 6.0. It's failing. Can you try to export as version 7.4binary?
  24. Thanks. I love this feature too. I had to do it.?
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