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Posts posted by Volker
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Shouldn't 3D lines be part of the engine?
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I could pull this off in one evening.
I thought similar, but ran over this:
The behaviour of newton is strange. Until this is solved, LE is IMHO unusable for a stacking game.
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Another thumbs up for INNO.
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The last picture is an alien yard sale.
Yep. They use antigravity for their wash-bowl.
Very trendsetting.
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With this skin the forum remembers my sign in. With the
other ones I always had to redo it after a browser restart.
Something with the cookies?
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Hmm, you need to include all the images as well.
There are no images in it. May be it's made in MS office.
Your are right, PDF would be the best way to go.
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If I would have seen this before purchasing LE, wouldn't done that
Looks a bit frightened at the first look, but it is very helpful, logical and well structured.
Btw:
I can't open the file with firefox (3.6), only with IE. And IE wants to install
an Microsoft Office Add-on.
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default Lua menu - Appearance
- friction. I know what friction does, but I don't know why there are 2 values.
Staticfriction and kineticfriction.
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Options menu - path:
- Game Path. How do I use it and when?
Set game path to the directory where your project is stored.
The editor scans it and editor has access to all gmf (and corresponding .ini, .phy, .lua) files in
it (includes all subdirectories).
To get your meshes showed sorted in the righthand view of the editor (for example all your rocks):
- create a sub dir "Rocks"; put your rock meshes in it
- rename your meshes in the directory with the prefix "Rocks_"
The folder "Rocks" can be under another directory like "meshes" or "models". Sorted view stays.
Take a look at the models folder in the SDK to see how Josh did it.
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This question was asked in the old forum here.
I limited the movement to 2D with the code posted there which works fine.
For the rotation I found no similar way, so please let me know if you solve it.
To limit the rotation I'm using two big boxes between which my ship moves. I had to adjust the body damping, so that
the boxes don't decelerate the ship to much.
But what if some characters are wider than others? Do I put down multiple planes? This seems a bit awkward.
Yes
All my ships will have the same z-size to avoid this trouble. Especially in Multiplayer
using multiple planes/boxes.
Julio (the newton maker) wrote that he is working on something to limit movement to 2D.
But I don't know how far he is.
Btw: Which newton version is LE 2.3 using?
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For your graphics card.
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Create a folder outside "program files".
Let's say d:\test.
Copy materialeditor.exe, shaders.pak, newton.dll from Leadwerks directory
to it. Try to run it.
Or try a fresh install of Leadwerks to a directory outside "program files" like "c:\Leadwerks engine SDK"
and then try again.
No more ideas from me at them moment.
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Ok, I see
You can try to execute the editor as admin and in xp compability mode.
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Which operating system are you on? Windows XP?
Are you using an admin account?
Would be nice if you put informations about your system in your signature
for the future.
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I really sorry i'm new to this, and have no clue where to find this materialeditor.log
It should be in the directory of your Leadwerks Engine, normally
"C:\Program Files\Leadwerks Engine SDK".
It's named "MaterialEditor.log" and created if your start materialeditor.exe.
It can be that the editor crashes before creating the log file.
Start the modelviewer.exe. Does it create a ModelViewer.log?
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Be ready for buggy, and turn of the stupid UAC
No need for that.
Just install all programms to c:\
Run them alway as admin.
Run them always in xp compatibility mode.
Then UAC is fine; so far.
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Ok, this was clear. Thanks.
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Not sure I follow you on that, how would a "Getcolor()" command help here?
The simple rule of thumb is if you turn it on .. remember to turn it off when done..
Wouldn't
local oldcolor:vec4=Getcolor() SetColor(Vec4(1, 1, 0, 1)) DrawText("Hello World", 10, 50) SetColor(oldcolor)
have done it? Thats the way I did it in Max2D.
I'm still a little confused. Thought Setcolor() affects only 2D drawings,
not the rendering.
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For the Blitzmax users I can recommend FryPad.
"..is a free module that provides an abstract control interface that sits between your game logic and the various
control systems (keyboards, joypads etc.) the player wishes to use."
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Wow, and the font drawing is solved too. Nice.
If there would be a Getcolor(), I could have done it.
Now finally it looks like I can go back to leveldesign.
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One more thing.
Activating the skybox via framework.bmx
and a setcolor() before flip makes the everything
drawn tinted.
Without skybox it's ok.
'Import "framework.bmx" RegisterAbstractPath(AppDir) Graphics(1024, 768) Global fw:tframework = CreateFramework() If fw = Null Then Throw("no framework") GCSetMode(2) ' Local camera:TCamera = fw.Main.camera PositionEntity(camera, Vec3(0, 0, -2)) Local light:TLight = CreateSpotLight(10) RotateEntity(light, Vec3(45, 55, 0)) PositionEntity(light, Vec3(5, 5, -5)) ' ' Local mesh:TMesh = CreateCube() ' SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat")) While Not AppTerminate() And Not KeyDown(KEY_ESCAPE) fw.Update() fw.Render() SetColor(Vec4(1, 1, 0, 0)) ' deactivate this and everything is rendered fine. DrawText("Hello World", 10, 50) Flip(0) WEnd
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Sorry, I don't wanted to be offensive.
But this one really made me thinking about giving up.
It's not always easy to strip down the code
for the forum.
And I see no solution to prevent something like this
in the future. Perpaps it's a way to be more OOP, so I can disable
big chunks of code for testing.
Will sleep over this.
Thanks for your (very fast) help, guys.
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In my project the plane is created every 300 millsecs.
I thought GCCollect() is automatically called every Updateworld().
So it must be called minimum 5 times before a new plane is created.
How the hell should I have the idea the garbage collection mode does that?
And how did you got on this?
I see the project wizard in 2.3 creates files in which GCSetMode(2) is already done.
Thats good.
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Ok, 2D, that was something I could work with.
In my project all 2D-rendering is at the right place,
but something else is different.
New crashing code:
http://www.skopia.de/forum/glinvalid2.rar
Framework leadwerks.engine Import "framework.bmx" RegisterAbstractPath AppDir Graphics (800, 600) ', 32) Global fw:tframework = createframework() Local game:TGametest = New TGametest game.Init() game.Process() Type TGametest Field camera:TEntity ' Method Init() fw.SetStats(2) ' set this to 0 and code works, 2 produces crash fw.Main.world.size = Vec3(7000) ' fw.Main.world.SetGravity(Vec3(0, -0.75 * levelscale, -0)) ' a light Local light2:TLight = CreateDirectionalLight() TurnEntity(light2, Vec3(270, 0, 0)) ' cam Local camera:TEntity = fw.Main.camera Self.camera = camera ' CameraZoom(TCamera(Self.camera), 1.90) PositionEntity(Self.camera, Vec3(0, 0, -10)) CameraRange(TCamera(Self.camera), 1, 200) End Method Method Process() DebugLog("Press ENTER to produce error!") While Not KeyDown(KEY_ESCAPE) Global plane:tmesh = CreateSphere () If KeyDown(KEY_ENTER) DebugLog("pane removed and new created") FreeEntity(Plane) Plane = CreateSphere() 'Delay 1500 'flushkeys() End If fw.Update() Self.Render() Local Vec:TVec3 = Vec3(10, 10, 10) Local text:String = "camera" DrawText(text + vec.x + vec.z, 100, 10) 'fails DrawText(text + vec.x + vec.z, 10, 10) ' fails DrawText(text + vec.x, 100, 10) 'works DrawText(text + vec.x, 100, 10) ' works ' comment the draw texts above OR the drawvector below out and code works DrawVector("camera", Vec3(10, 10, 10), 200, 10) 'EntityPosition(fw.Main.camera) Flip(0) Wend End Method Method Render() fw.Render() End Method End Type Function DrawVector(text:String, vec:TVec3, x:Int, y:Int) DrawText(Text + ": " + vec.x + ": " + vec.y + ": " + vec.z, x, y) End Function
blide
in Programming
Posted
Test it yourself. There is a free version available.
For myself it's like the difference between bicycle and motorcycle.
With both you can reach your target..