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Birdman

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Posts posted by Birdman

  1. Hello Soamp, i'm investigating this too, i wasn't able to package the scripts folder.

     

    I have a Data folder with all the models, maps, etc and this works like a charm.

     

    I'm unsure if you can do this without a modification.

     

    This is why i prefer to code most of the important things in c++.

     

    EDIT: What you can do in the worst case is put scripts in the data folder, for an instance i have a specific script inside the model folder, so basically what i have in the scripts folder is all generic Leadwerks stuff.

  2. I had the 4 LUA lines commented, now i got it workiong, since most scripts were working i didn't cared to check that until now.

    Thanks for your response guys.

     

    Edit:This lines were giving me problems with physics in general, vehicle related mostly, there was a script that was messing up my c++ code, thats why i had this lines commented, now i at least found the real problem, and got all working.

  3. For the C++ code when using the atmosphere object script, you need to make sure you are passing the framework to the lua state since the script is using the 'fw' framework variable:

     

    The scripts are loading OK, even the Atmosphere object of the Scene is loading, i can check that in the log, i already have that lines of code to setup script, most scripts do their work, except for the skybox.

     

    I will check setting the background but im a bit lost on what im missing to be honest.

  4. I have a sbx which haves a skybox that works on the editor, on my c++ code the sky is totally black.

     

    I checked the log and the enviroment object is loading OK.

     

    Also i tried this:

    //Set SkyBox

    SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat"));

     

    It results on the Shader of objects reflecting the Sky, but the sky i still black.

     

    Im using:

    TFramework fw=CreateFramework();

    TEntity scene=LoadScene("..");

    Loop

    RenderFramework();

    UpdateFramework();

    Etc..

     

    Maybe im missing something to initalize the enviroment on the Framework.

     

    Any idea?

  5. Is there a way to create a variable or property in a class in LUA and access it from C++?

     

    For an instance there switch.lua have a Reset time property created in the Property Dialog, and then in the main function you have a resettime variable. How would i access this property/variable from c++?

     

    Thanks a lot in advance.

  6. I would use a brake force, and just keep applying it until it stops. To keep it from going negative, you could do multiply the vehicle's velocity on it's own z axis by some number between 0 and -1, and that will cause it to gradually slow and stop.

     

    Thanks for your Repply, i don't know where to get the velocity Vector, do you have an idea on how will this be?

     

    I Tried doing something like this but it crashes inside GetBodyVelocity, either using the Chassis object or the vehicle object.

    appliedvelocity = (0.2 * GetBodyVelocity(veh,1).Z)*(-1);
    

     

    Finally CalcBodyVelocity worked with this, idk why GetBodyVelocity Crashes.

     

     

    Edit: Btw checking the vehicle script i found this code that is used for the decals:

    						speed = math.abs(self.model:GetVelocity(0).z)
    					speed = (speed - 4) / 120.0
    					speed = Clamp( speed, 0, 1 ) * 0.05

    I will try to convert this to C++ to use to calculate speed.

  7. Why this code won't hide my entity?

     

          TModel test=LoadModel("abstract::model.gmf");
    
          ....
    
    pivot=FindChild(test,"block");
    if (pivot)
    {
    	HideEntity(pivot);
    }
    else
    {
    	MessageBoxA(0,"block not found.","Error",0);
    }
    

     

    All names are OK since pivot is being found OK.

     

    Any idea?

     

    Edit: Block is a mesh inside the model, and i have no way to scale it or hide it. Tried both.

  8. Hello,

     

    Since i can't use Joystick for a Driving LUA demo, i made a c++ code that have a running vehicle based on few posts i saw and a rewrite of the original LUA i had.

     

    Im applying Torque to the vehicle this way:

     

                   TVehicle veh=CreateVehicle(chassis);
                   .....
    
                   TMesh tire[4];
                   .....
    
                   // Torque
    	AddTireTorque(veh, 0, -1);
                   if (KeyDown(KEY_UP))
    			{
    				if (!TireIsAirborne(tire[0])) AddTireTorque(veh, -24, 0);
    				if (!TireIsAirborne(tire[1])) AddTireTorque(veh, -24, 1);
    			}
    	if (KeyDown(KEY_DOWN))
    			{
    				if (!TireIsAirborne(tire[0])) AddTireTorque(veh, +24, 0);
    				if (!TireIsAirborne(tire[1])) AddTireTorque(veh, +24, 1);
    			}
    

     

    I can't seem to find a way to check Tire actual torque to be able apply negative Torque until vehicle is stopped.

    I'm applying torque only to wheels 0 and 1 becouse i want a front-wheel drive vehicle.

     

    My idea was to make something like this (Anyway applying 0 torque will do nothing, but if apply negative it will go backwards after stopped):

     

           // BRAKE
                   if (KeyDown(KEY_SPACE))
    			{
    				if (!TireIsAirborne(tire[0])) AddTireTorque(veh, 0, 0);
    				if (!TireIsAirborne(tire[1])) AddTireTorque(veh, 0, 1);
    			}
    

    Also Is there a way to calculate some kind of speed with raycastvehicle?

     

    Anybody implemented some kind of Engine to do gears and stuff?

     

    Thanks a lot in advance

  9. Yeah i think ZioRed answered this, anyway, i have a working LUA for a driving example code, and i have an exe that have joystick implemented, and i cant put em together to work.

    Is something simple, but working with leadwerks seems to be far from simple.

     

    What i need is an engine.exe with joystick implemented, my other option is what im finishing now, recoding all my LUA script in c++ becouse im not getting support.

  10. Mmm..

     

    What about commented functions like LoadScript, RunScript, etc?

     

    I have Setup LUA OK, but idk how to run a script in my code

     

           TFramework fw = CreateFramework();
           SetGlobalObject("fw",fw);
           BP lua = GetLuaState();
           lua_pushobject(lua,fw);
           lua_setglobal(lua,"fw");
           lua_pop(lua,1);
    

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