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norbert

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Posts posted by norbert

  1. Hi,

    i am start to wite a GUI Skin Engine.

     

    I have a question about Render Elemements inside a Window.

     

    My Idea is to create a seperate buffer for each Window.

    The Window Buffer has the same size as the Window inner Part.

     

    The Problem is that the

    DrawImage(GetColorBuffer:TTexture(Self.Buffer), Self.posX,Self.posY, Self.width, Self.height)

    Texture are flipped.

     

    Or someone has an idea for a better method, Pixmaps ?

     

    Gruß

    Norbert

    post-2073-0-69084200-1323426829_thumb.jpg

  2. here an example code. the text is displayed on the head. one has an idea what I'm doing wrong?

     

    Framework leadwerks.engine
    Import "C:\Leadwerks Engine SDK\BMX\Framework\Framework.bmx"
    
    RegisterAbstractPath("C:\Leadwerks Engine SDK\")
    Graphics 1024, 768
    
    
    Global fw:TFramework = CreateFramework()
    If Not fw RuntimeError "Failed to initialize engine."
    
    fw_buffer = CurrentBuffer() 
    
    cam = fw.Main.camera
    CameraRange( cam , 0.1, 100000.0 ) 
    
    
    leer1_buffer = CreateBuffer(512,512,BUFFER_COLOR )
    leer1 = GetColorBuffer:TTexture( leer1_buffer ) 
    
    
    While Not KeyHit(KEY_ESCAPE) 
    
    
    fw.Update() 
         fw.Render()
    
    
    SetBuffer(leer1_buffer)
    SetColor( vec4(2,255,255,1) ) 
    DrawText( "test123", 10, 10 ) 
    
    SetBuffer(fw_buffer)
    
    
    DrawImage( leer1,1, 1, -1,-1) 
    
    Flip()
    
    
    Wend
    
    

     

    thanks norbert

  3. Hi,

     

    I have create a Character Mesh.

     

    In my Programm flow I would like change the skin color.

     

    Ok, the Layers from the Texture:

     

    Layer 1 = Skin Color Texture (small color texture 16x16 pixel) -> which can be changed later in the programm

    Layer 2 = Diffuse Texture -> this is the Detail Texture with Lip color, Fingernails, etc. -> this texture has an alpha channel

    Layer 3 = Normal Map

     

    I have created my Model in 3dsmax.

     

    When I use the Standard Max Material, I set the Skin Color Texture in the diffuse Slot and in the Opacity Slot I set the Diffuse Texture,

    but only the Diffuse Texture blend the Skin color texture and the rest from the mesh is transparent.

     

     

     

    What is the correct mat file with two diffuse textures (the second have the alpha channel) ?

  4. Ok, thank you but the is a error: Unable to convert from leadwerks.engine.TTire to TVehicle

     

    What have I do:

     

    In the viperscout.lua file i have add the SetGlobalObject command:

     

    pivot=object.model:FindChild("tire1")
    if pivot~=nil then
    	tireradius=pivot.aabb.h/2.0
    	object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper)
    	object.tire[0]=LoadMesh("abstract::vehicle_viperscout_tire_left.gmf",model)
    	SetGlobalObject( "car_tire1", object.tire[0])
                                              pivot:Hide()
    end
    

     

    In BMax first (before Load the Scene):

    Global temp_tire1_Object:Object
    SetGlobalObject("car_tire1", temp_tire1_Object)
    

     

    Second after loading the viperscout.gmf (TModel) after load the scene:

    Global car_Tire1:TTire = TTire(temp_tire1_Object)
    

     

    and in the mainloop addTorque:

    tirespeed# = -(KeyDown(KEY_W)-KeyDown(KEY_S))*5
    AddTireTorque( car_Tire1,  tirespeed# ) 
    

     

     

    and I get the Error Message.

  5. Yes, thats right,

    but I load the Model and the lua script from the car load automatic with tires and Physik.

     

    The car is ready for driving. I need a Command to manipulate or transfer my TireSpeed in the Script file from the car.

  6. Thank you but somehow does not work.

     

    OK. In Detail.

     

    When I start the Editior and use the driver.lua then I can drive in the Editor with the viperscout.

    In this Script file "driver.lua" there load the Model and read from the objecttable:

     

    chassis=LoadModel("abstract::vehicle_viperscout.gmf")
    carobject=objecttable[chassis]
    car=carobject.vehicle
    

     

    Later in the script there add Torque to the tire:

    car:AddTireTorque(tirespeed,0)
    

     

     

    In BlitzMax I load the Model same way as in lua script file:

    Global chassis:TModel 
    chassis = LoadModel ("abstract::vehicle_viperscout.gmf")
    

     

     

    In Blitzmax I must

    AddTireTorque( tire:TTire, torque:Float ) 
    

     

    but I have no tires only a TModel.

     

     

    Ok how can I AddTireTorque to this Model in Blitzmax ?

  7. Hi,

    in the lua Script file driver.lua there load the Model and read from the Objecttable:

     

    chassis=LoadModel("abstract::vehicle_viperscout.gmf")
    carobject=objecttable[chassis]
    car=carobject.vehicle
    

     

    Ok, but how can I use this in BlitzMax?

     

    I load my car:

    Global chassis:TModel
    chassis = LoadModel ("abstract::vehicle_viperscout.gmf")
    

     

    How can I use the objecttable[chassis] in Blitzmax ?

     

    Norbert

  8. Hi at all,

     

    I have write a new command in the driver.lua file.

     

    if KeyDown(KEY_SPACE)==1 then

    chassis:SetVelocity(Vec3(0,0,0),0)

    end

     

    Ok, but if the car is on a mountain, it still rolls very slowly ???

    And the "GetBodyVelocity" command speak not zero.

     

     

    Someone an idea ?

     

    Norbert

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