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GSFC_1

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Posts posted by GSFC_1

  1. REQUEST:

    I would love to have a button on the Scene Root, a little dropdown box that will convert the entire scene to the selected unit format pertaining to mass/physics and transform. 

    REASON:

    1 - Import of CAD data requiring very precise tolerances.
    2.- Time saving (I can measure in leadwerks as opposed to converting, measuring with CSG's, then google convert, then chasing scale values.)

    3. - Apply known values to physics engine data. (Precise torque values, precise pressure and cartesian data)
    4. - Modularity - incoming data streams from other data pipelines can be formatted to apply data into or out of leadwerks simulations without heavy scripting. 

    thoughts? 

     

    • Upvote 1
  2. I can see now, that your code was very top level code. But the structure can be applied to my code. I am still struggling deciding when a variable should be object based or should be a globally shared variable that can be tracked. I guess its a theoretical question that just requires trial and error. 

     

  3. Would this "Notional Throttle Variable" be better placed on the object or in the main.lua? 

    As of right now, the engine is only correllated to the intesity of the light, the engine itself, (like most rocket fuel sources) is not throttle-able. It is on or off, but there is a growth to its impulse and intensity. I essentially want the glow to have a falloff applied to it, so that its intensity ramps in. 

  4. Hey guys, trying to learn to program better. Made a little 3d lunar lander game, but i want a light to act as a plume illuminator when i hit "UP" button.  I am going to try to learn to increment a value over time using the for loop, so, I would like it to have SetIllumination(.01) at first, but then over the course of 100 frames, have it add .1 to the SetIntensity() until I call a break. 

    So in the scene, there are 3 objects:

        1. A Box - (My Lunar Lander)
        2. A Point light (child of the box, used to illuminate the ground when i hold the "L" button)
        3. A ground plane. (its the ground)

    I have set the world gravity to .1 . 

    Lander(Box) starts about 10 feet above the ground, immediately starts falling and i hit the L Button. Script attached to the box says :
    --------------------------------------------------------------------------------------------------

    function Script:UpdatePhysics()
        --local window = Window:GetCurrent()

    C_LOC = self.entity:GetPosition()
    C_ROT = self.entity:GetRotation()

        if window:KeyDown(Key.L) then self.entity:AddForce(0,0,-1,false) end
        if window:KeyDown(Key.E) then self.entity:AddTorque(0,0,-25,false) end
        if window:KeyDown(Key.Q) then self.entity:AddTorque(0,0,25,false) end
        if window:KeyDown(Key.A) then self.entity:AddForce(-1,0,0,false) end
        if window:KeyDown(Key.D) then self.entity:AddForce(1,0,0,false) end
        if window:KeyDown(Key.W) then self.entity:AddForce(0,1,0,false) end
        if window:KeyDown(Key.S) then self.entity:AddForce(0,-1,0,false) end

        --System:Print(C_LOC)
        --System:Print(C_ROT)
    end

    ----------------------------------------------------------------------------------------

    This works, My little box flies around

    now, the light on the bottom of my spacecraft.

    This has a script that looks for when the L button is being pressed and it sets the Light Intensity with the SetIntensity() command. This script looks like so: 

    ---------------------------------------------------------------------------------------------

     

    --Script.limits: 0.0, --float Max thust


    function Script:Start()
            --entity = self.entity
            --light_int = entity:GetIntensity() --float
            --entity.Intensity = 0.0 --float 
    end


    function Script:UpdateWorld()
        if window:KeyDown(Key.L) == true then 
            
            for n=(light_int), 100, 1 do 
                entity:SetIntensity((light_int)+.1)
            end
            System:Print("Engine ON")
            entity:SetIntensity(1.0) 
            
        else
            self.entity:SetIntensity(0.10)
            System:Print("Engine OFF")
            
        end
    end


    ------------------------------------------------------------------------------------------------------------------------------

    This works, works well. I'm better than buzz, look out Kerbal, GSFC Space Program is coming to a leadwerks capable machine near you.

    But i want the light, when the engine is not firing, to stay at Intensity(0). But when the engine is fired, I would like the intensity to grow to a value of 1.0 by incrementing 0 by .1. When I let go of the engine button (L), I would like it to access its current value, then subtract .1 per frame until it comes to zero again. 

    I know my code looks bad and there is erroneous garbage in there and such, but, i am on like ...... day 4. Please don't crucify me. 

    Any ideas would be great. 

    Respectfully

    GSFC
     

  5. Hey LW crew, i am trying to create the effect of flying from one place to another, and allow myself to create interfaces based on which direction i am looking. So, if I am looking east, and I hit the menu button, I want the menu to pop up in front of my east viewing vector, not some arbitrary Global "+Z" . 

     

    How can I find the Location and rotation of my VR headset? 

    I have found GetControllermodel, and I can locate the VR Controller, but i cannot find an API that will allow me access to the VR headset pos/rot, the only other thing I can think of is to use the actual Camera that is in my scene, but does LW actually use the camera as the VR controller?

  6. Oh man, you are miles ahead of me. 

    I am just diving into this as well. I am 10 year veteran of Aerospace and CAD model manipulation. We never have to model anything, its given to us, we drop good looking shaders on it and render it photoreal, but we are diving into this head first. 

    So, I am a Game Engine Texture noob. I have just been playing with formats and resolutions. Clamping myself to 4096 x 4096 does great, but it is super duper overkill for one object. When i ran creat my normal maps in LEADWERKS, I think they look great, but am open to new avenues. I think I should have said in my original comment, "I'm impressed that you made 512x512 look so good, maybe 4096x4096 is not the correct approach and I should try your approach" 

    I will jump on those software titles and see what I can get from them. Appreciate the intel my friend, keep the rad rollin'.

     

    • Upvote 1
  7. TWahl, This is great to see. I am currently heading down the path of building textures up in 3D Studio max and exporting thier templates to 4096x4096 size templates to export to VR. I started with 512x512 textures but the normal maps and some of the Diffuse started looking pretty choppy. But your results are pretty awesome. 

    • Upvote 1
  8. Hey guys,

     

    I'm sure this issue is probably a 3D Model in my library, but I wanted to at least bring it to the attention to the leadwerks Community.

     

    I am working on a file, where I have imported 3D Assets and have built up a good sized scene. Recently, I have been receiving the error in the image attached when I click on my models folder under the assets tab. Anyone else seeing this? If it is not a typical concern to others, then I assume there is something wrong with the FBX file I have created.

     

    Please advise.

    post-18561-0-98162000-1493223890_thumb.jpg

  9. Ok, I read the thread in its entirety. Roll-back drivers, hope that AMD gets their act together. But Joshs latest update in that thread was Feb 2015 when he said that they were going to fix this in the latest driver update. I guess they did not. I need to get a job at AMD, they sound like they pay and you don't have to do much. A full year. Wow.

     

    I will see what i can do.

  10. Good Morning,

     

    I have been focusing hard on LEADWERKS this week, handling my "dues", (Reading and re-reading tuts to learn scripting and such)

     

    Friday night though, I decided top update my graphics drivers for my Toshiba Satellite S-55 laptop. I left, let it update and went snowboarding for the day. When i came home, and tried to hit play on a file i was running, the Leadwerks engine "Window" (The one called in the script) begins to open then I recieve an "error Message" window that states;

     

    "OpenGL error GL_Invalid_Enum"

     

    And it seems to stop on this line of code here

     

    --Render statistics

    context:SetBlendMode(Blend.Alpha)

    if DEBUG then

    context:SetColor(1,0,0,1)

    context:DrawText("Debug Mode",2,2) <-------------- THIS IS THE LINE IT IS HAVING ISSUES WITH

    context:SetColor(1,1,1,1)

    context:DrawStats(2,22)

    context:SetBlendMode(Blend.Solid)

    else

     

    I am stumped. Any ideas?

  11. Hey guys, I guess this topic gets tagged a lot, but i am a newb and I cannot seem to get this figured out.

     

    I have been using 3D Studio MAx since 3.5 (1995 or so) but never really got into programming or games engines. i know the software VERY well, but i guess i may be missing some things here.

     

    My issue is:

     

    I want to make some basic animated scenery models for my scene. So, I made a cylinder with a rotating billboard on top. I know that the geometry can be animated in leardwerks, thats not the point of this post. I want to have certain things animated in the FBX file.

    When I export a model from 3d studio to FBX format, the model comes in fine, but there are no keyframes in the animation tab on the model viewer.

     

    I have included both my export from max and the max file i was working with.

    sensor_bot.zip

    sensor bot.FBX

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