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Rekindled Phoenix

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Everything posted by Rekindled Phoenix

  1. Great dragon model! Keep up the awesome work (I can't get the EXE to run. An empty window loads, then closes)
  2. I can't tell you how much I appreciate you sharing this with the rest of the community! ...if only I had a PS3. What method would you use to port to PSP and XBox360?
  3. Thank you for sharing this!
  4. That's wonderful NA! One step closer to console development! When will this be available for other LE users?
  5. Thanks everyone. @ZioRed That must be the reason. Since the object is a Model, it must be setting the collision data for the Body. It's a child of Model and directly required by raycasts.
  6. That looks awesome! I sure hope that LE can incorporate this kind of feature into the native API soon.
  7. Yes, and by accident discovered the solution! When I was calling CameraPick, I was using the Collision type filter for the objects I was looking for. I wasn't thinking that this parameter defines the collision type for the raycast! I found this out by setting the collision type to 'Player' as a wild experiment, and it responded to only the terrain collision enum value. After changing the following code, I got it to work. Added 'Raycasts' to my CollisionTypes Enumeration. Added Core.Collisions(CollisionTypes.StaticObjects, CollisionTypes.Raycasts, 1) Updated CameraPick(..., CollisionTypes.Raycasts) Fixed! Also, the wrapper when setting the propery collision type doesn't work the same as setting the entity type value. Does anyone know why? Replaced [Object].CollisionType = CollisionTypes.StaticObjects with... Core.EntityType([Object].Pointer, CollisionTypes.StaticObjects, 1)
  8. To answer my own question: The OOP Wrapper has the namespace 'Raycasting' which takes the Class Pick. The namespace 'Core' which implements the original API, takes a Struct TPick. What's actually got me stuck is the raycasting only working when I use 0 for the collision type filter. I have an enumeration of collision types, and each time I create an object I set the appropriate value like this: [Object].CollisionType = CollisionTypes.StaticObjects So when I want to only find the nearest static object where the mouse is... Dim TempPick As Pick = New Pick Dim Location As Vector3 = New Vector3(MouseX, MouseY, 200) Raycasting.CameraPick(TempPick, Framework.Layers.Main.Camera, Location, 1, CollisionTypes.StaticObjects) Yet when this doesn't work! Can anyone test this?
  9. What is the difference between Core.TPick and the OOP Pick besides Struct vs. Class? Is there a function in the wrapper that takes the Pick class? Heh, is there a way to delete forum posts, now that I've made a fool of myself?
  10. I know I already mentioned this two weeks ago, but... will you be sharing this with the community?
  11. Sorry for being difficult and using VB instead of C#. Thank you so much ZioRed!!
  12. Can anyone tell my why I can't inherit the controller class now that I've updated to the SVN Headers? Does it have to do with this? http://msdn.microsoft.com/en-us/library/ms235408(VS.80).aspx Would anyone be able to fix this within the source?
  13. Masterxilo makes a good point. Even though it would be one more step to download a new version, I think it's a needed security addition.
  14. Oh wonderful! I'm so happy we are source control-ing our header files with SVN. LE Community, you are awesome. I will try the headers tonight!
  15. When I call Core.CreateJointBall() I get an access violation exception. Here's part of the wrapper Public Shared Function CreateBall(ByVal parent As Entity, ByVal child As Entity, ByVal position As Vector3) As Joint Return New Joint(Core.CreateJointBall(parent.Pointer, child.Pointer, position.ToFloatArray())) End Function Part of the core class <DllImport(EngineDll, EntryPoint := "CreateJointBall", CallingConvention := CallingConvention.StdCall)> _ Public Function CreateJointBall(ByVal _parent As IntPtr, ByVal _child As IntPtr, ByVal _pos As Single()) As IntPtr End Function Can anyone else create joints?
  16. I was on the verge of finishing my prefab caves like the TES Construction Set. (see my gallery) Most of the models in this video, much like any game, are created to be used over and over again. If you think about the way that Bethesda creates their caves and dungeons, it was modelers who were doing the real work making everything seamless. In the video there were neat texture tools, something that would be a wonderful addition to LE. (Blender is a great addition to any 3d application, but is hard to learn because of the bland interface. I hear they are updating it soon though)
  17. Wow this looks wonderful! will you be sharing this with the community?
  18. Thank you Aggror for your help Do you know if Josh has had any success with either Lua Scripts or C-based code? I'd prefer the second.
  19. I was wondering if anyone had a preferred method or strategy when creating rope. Does anyone have example code (or even pseudo code) that would work with the C# Headers? While I'm working with Joints, has anyone managed to create a simple soft-body or joint-based cloth?
  20. I'm glad you remembered to tether your NPC animals. So many players would be tempted to Agro-TRAIN your NPC towns... (At least I would)
  21. Yes, I ran that code using the editor. The code also seems to be automatically run when I add the object into the world. I still am a n00b at Lua, what do I do to solve this problem?
  22. If mutli-threaded engine calls were supported, it would be a lot faster (BTW, what would be the best approach at implementing that idea?)
  23. When I add a copy of my stone model into my scene, the lua script (Josh posted) runs and I get the attached pic... I originally used an INI file, and physics in the editor didn't work. Any suggestions?
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