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Volker

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Posts posted by Volker

  1. What are the advantades of Blide that make it worth buying?

    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..

  2. 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.

  3.  

    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.

  4. 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?

  5. 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.

  6. 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?

  7. 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.

  8. 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.

  9. 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."

     

  10. 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
    
    

  11. 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.

  12. 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.

  13. 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
    

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