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Posts posted by Canardia
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Try to put LE SDK under a folder which is supported by Windows (no spaces and special characters), for example c:\prg\le25, and also run editor as Administrator.
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Delete editor.ini, your gamepath is pointing to some directory which is missing some files.
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They can be even 4096x4096, if your GPU supports it. GeForce 8800 at least does.
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Thank you so much for this Infomation my good friend, i will buy the Engine later this Month.
But today is the last day of the month, so you buy it today?
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1) Yes.
2) No, only upgrade. LE2.5+upgrade to LE3 is cheaper than LE3.
3) Yes (all C/C++ compilers work with LE2.5, as well as all other languages which can load a dll).
4) Yes, if you count the community made add-ons as features (new advanced shaders, day/night modules, 3D models, etc...).
5) Yes and No, essentially it is the same size, but it is slightly bigger, because it is newer than the trial version and might have some additional files.
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You need to use a transparent texture, and also put the transparent object into the foreground world.
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Laptop is like a Notebook, but it has Intel or AMD CPU, and nVidia or Radeon GPU. They are also thicker and heavier than Notebooks. Notebooks are mean for casual web browsing and office documents, while Laptops can do almost everything a Tower PC can do.
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You must Curve() the camera position to the body, look at the FPS script example in Editor.
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Just copy paste the code into your main loop, it calculates the speed of a pivot between 2 frames (flip changes a frame).
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You can calculate velocity yourself from the Vec3 position difference between 2 frames:
p2 = p1
p1 = pivot.position
speed = sqrt( (p2.x-p1.x)^2 + (p2.y-p1.y)^2 + (p2.y-p1.y)^2 )
Flip 0
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In LE you should rather create a pivot, move it to the desired position and then parent it to the physics body. Then you can measure the speed of the pivot. That should be much faster than calling so many functions.
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Maybe it would be better to explain what the actual problem is, usually LE2 has already the commands built-in, and there is no need to math.
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Can anybody please list the full feature set of PHYSICS that will get implemented in the full feature release ( not the initial release ) of Leadwerks 3 ?
At some point Josh said LE3 will have drivers, and the physics implementation is a driver too. So the initial release should have a Newton physics driver, and people can write their own Bullet physics driver for LE3. If this indeed is still like this, then the Bullet physics driver will be on my to do list. I already made Bullet physics for LE2, and it was quite easy to do, although I had only cubes implemented.
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I would suggest SuperBasic, it's like BASIC but even more simple, and it can use any C++ source code direcltly too. So far it's only VaporWare, but I hope to get it released soon, especially with the launch on LE3.
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MoveEntity(car,Vec3(0,2,0));
MoveEntity(wheel_front_right,Vec3(1,1,2));
CreateJointHinge(car,wheel_front_right,Vec3(1,1,2),Vec3(-1,0,0));
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You must start with Unwrap, which brings up the UV editor and then create the material and texture, else Blender doesn't assign the material to the cube, although it looks in Blender like if it was textured correctly.
Your mat file also is missing the *skin shader.
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Remember, UVmap assignmet in Blender is the most imporant, because else the fbx file will have no material, and without material LE 2.5 can not load your .mat file automatically (you could still do it by code).
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Blender has not much options in the fbx export, like I said above, I only used the default settings, except I selected the "export only selected" option. Blender makes the bones automatically when you click on the red record button and the bone button. Then you just move and rotate your cube how you want, and click on the timeline to assign it to the animation sequence.
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heading = atan(m01/m00)
bank = atan(m12/m22)
attitude = asin(-m02)
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Import in X format.
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Blender -> fbx -> LE2.5 works fine:
http://www.leadwerks.com/werkspace/topic/5588-parenting-the-bone-i-think/#entry48982
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I just tested Blender 2.64a and made a moving animated cube with a texture, and it works fine in LE2.5.
Here are the steps I did:
1) Create cube in Blender, and animate it a bit, and assign UVmap, material and texture to it.
2) Export as fbx from Blender (export selected cube only, other options default).
3) Create animcube.mat file:
texture0="abstract::animcube.dds"
shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag"
4) Drag animcube.fbx with the mouse over fbx2gmf.exe.
5) Drag animcube.gmf with the mouse over ModelViewer.exe
Now I can see a textured and animated cube in ModelViewer:
Here are the files I made:
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Right now it is only closed beta test, but they will add more testers soon.
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You can't compare C strings with == operator. You can do:
!strcmp("BUTTON",GetEntityKey(...))
or
"BUTTON"==string(GetEntityKey(...))
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My return... help with install
in General Discussion
Posted
Maybe try installing the latest nVidia drivers.