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Dozz

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Posts posted by Dozz

  1. the editor is fine for what i use it for, I hope it has more features in the next version or ideally customisable buttons as suggested elsewhere, because we are all using the engine for different means. and my application is (will be) more a simulation which is engineering based. the engine has the accuracy its just that it isnt accessible within the editor in the dialog box

     

    leadwerks is just about perfect for what i am producing, i'm getting there thanks to you guys with your answers in my moments of need, thanks Josh

  2. My application is not a game & I do need accuracy better than 1mm for object placement as I display the coordinates of the objects in my app. I ended up editing in notepad. Thx

     

    One more thing re: the editor…the directional light has 3 values for linear offset & shadow distance. In cpp SetShadowOffset(x,y,z) & SetShadowDistance(x,y)…which is 5 values?

    I have shadows set as I like in the editor, where do I use these 6 values in cpp to replicate?

    Thanks in advance, Dozz

  3. The template puts sqlite3.o in source/H/lib/sqlite3, I can point to this now. I do not have a H: drive, so I am changing this to C:/lib in the parameter setting in LEBuilder. Its all confused on my system (in my head), now i get to 50 errors with undefined references in C:\lib\freeglut\include\freeglut_std.h & c:\lib\gamelib\gamelib.cpp. I'd really like to try gamelib, might give it a miss for now & wait for future examples. Thanks for your fast reply Metatron

  4. Autodesk...bought max from kinetix...price went through the roof...bought maya....price hike. softimage...same again. destroys competition and slows development, but worse for us little folk, they price everything out of reach. we have to pay nearly double the price here in UK than US. And autodesk update software every year with what usually seems to be little more than interface changes, then if your not up to date by 3 revisions or so, your worthless scum to 'em....horrible company.

  5. I've not been into Leadwerks very long, but it could be a units thing. Everything seems to be to a generic scale, although the player controller is setup for metres, height being 1.75(m) commonly used and gravity set to 20units instead of 9.81 for greater effect (9.81m/s/s), so it seems we are working in metres, the accuracy in the editor is only to 2 decimal places, so to the nearst centimetre for placement (which is not accurate for my projects, meaning I may have to use the controller with height of 175, not sure yet?). The physics may be returning a force based on a scale that is not proportional to the modeled scale, or accuracy?

    It may be worth testing with the same models at a larger scale & mass? Just a thought...Josh, can we have mm accuracy in the editor or better still 10ths of millimetres please :)

  6. If a model is instanced in a Max scene, does it automatically get instanced when exported to LE?

     

    Also, if a model is instanced thousands of times in a scene, does it make a big difference in speed to optimise the triangle count to the point of deleting faces that will never be seen (for example the bottom faces of a box that is always grounded)

  7. Is it possible for you to upload FontStudio or does Josh/Admin have to upload it? It has been missing since the server crash. I have asked before, but nothing is available in the assets still. Thx

  8. oh and another thing nothing to do with this thread but continuation of above...if a prospective new user opens the Leadwerks website, page 1, big for all to see is 'Latest News' with the latest 10 posts, currently showing latest news from March 2010!! it makes Leadwerks look as if its gathering dust. Change it to a scrolling news feed with no date, or add news more often. And add a License Menu item even if its to open a page saying no royalty fees apply.

  9. Interesting reading. I'm more arty than cody, have written in assembly many years ago, i'm just not up to speed with cpp. I do agree that the asset pipeline and lack of some basic features in the editor are not as good as they should be. Also I am surprised that with the extensive work put into the shaders, there's hardly any materials provided & the material editor aint user friendly. I really like Leadwerks, its brilliant for the price, enjoying the results I'm getting & like this forum too. If I didn't know this, I would probably choose Unity, because the user interface looks fully featured and professional, whereas Leadwerks editor looks, erm, like it's got half a dozen features. Unity website sells Unity well too. A big selling point for Leadwerks is no royalty fees, but it's in the small print somewhere.

  10. good luck. i'm not saying your not an animator, not knowing your background or skills, but it is a difficult skill to master technically & you either have artistic ability or you dont. walk and run cycles are easy technically, but dont assume it is easy to introduce personality and style to that cycle or any animation. if you produced a backflip animation for 5$ that i would be happy to use, i'd tip my hat to you (then probably eat it) then suggest you send your cv to an animation studio.

  11. so 25$ per animation = good price. Marleys Ghost is absolutely correct. if you created a 2 second clip of say someone doing a backflip to sell in the upcoming store, you would be asking what price?

  12. it is possible to animate a decent run cycle in less than waay more than an hours time, depending on talent and experience. an animator (probably) wouldn't use the off the shelf clips, but the prices seem very reasonable. good luck with animation mentor btw

  13. Thanks guys, I tried FlushMouse() and it didnt seem to reset MouseZ()? maybe I'm not applying it correctly. I will try the difference approach.

     

    Next on my todo list is multiple selections using shift and/or ctrl. I'm thinking an array with pointers of the selected entities, before I start on that I would lke to ask what method of managing the selections is typically used?

     

    Thanks

    Paul

  14. Camera looking & moving below are as in the tutorials, I added zooming with the mouse wheel this afternoon, but having set the min and max zoom levels to 2 and 20 I now find that if I roll below 2, lets say -20, I need to roll forward 22 units before I can zoom in. Similar if I roll to value 40, I need to roll back 20 units before I can zoom out. Can the MouseZ() be set or is it just read only?

     

     

    mx = Curve(MouseX()-winCX,mx,5); my = Curve(MouseY()-winCY,my,5); // camera look

    MoveMouse(winCX,winCY);

    camrotation.X = camrotation.X+my/(12.0*mzLast*mzLast); camrotation.Y = camrotation.Y-mx/(12.0*mzLast*mzLast); // *mzLast*mzLast better sensitivity when zoomed

    RotateEntity(cam,camrotation);

     

    move = Curve(KeyDown(KEY_W)-KeyDown(KEY_S),move,5); // camera fly

    strafe = Curve(KeyDown(KEY_D)-KeyDown(KEY_A),strafe,5);

    MoveEntity(cam,Vec3(strafe/strafeSpeed,0,move/moveSpeed));

     

    mzNow = MouseZ(); // camera zooming

    if (mzNow < 2) { mzNow = 2; } if (mzNow > 20) { mzNow = 20; }

    if (mzNow != mzLast) {

    mz = Curve(mzNow - mzLast,mz,100);

    CameraZoom(cam,mz*mz);

    mzLast = mz;

    }

  15. Not sure if your in the UK Red Ocktober but I was just flicking through tv listings and at 9pm today on BBC Four "The secret life of waves", hour long documentary about ocean waves. Might be taking research a bit far, but I will have the tv on whilst on laptop.

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