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BES

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Posts posted by BES

  1. I like Python, but Lua reminds me of Python... and it seems pretty easy...so I voted Lua.

    I am waiting for Josh to tell us what he plans on using for Leadwerks 3, so if its not Lua, ill focus on whatever he chooses..

    Hoped it would be the same as it is now, with many options..hated C++ when I took a class on it, I could not get a handle on it, but I understand the reasons for staying with 1 language, one that most people use..

     

    Blitzmax seems fairly easy to understand also..

     

    Whatever is chosen ... some in-depth tutorials would be nice, for people that dont normally use that language..

  2. That is already possible. Just drag and drop your FBX file over the fbx2gmf.exe.

     

    Yeah...that program seems to crash when your over a certain poly amount ...actually all the the .gmf converters do that.... even the one for 3Ds max ... sort of frustrating ..around the 30,000 poly limit it seems.. at least on my end its happening ... I tried a lot of models..

  3. the error is from you trying to load the viperscout which is a protected asset. it can only be used in the editor as an example. you have to buy it from dexsoft if you wish to use it outside the editor.

     

    Hmm ..its not in my map ....I switched to it to drive around the map a bit ...but I never actually added it to the map itself... but I get it...im using those other files in the private folder(spruce tree..etc)...I didn't notice it was in the private folder... this is just a test map anyway... but thanks for the info :-)

  4. This error is strange to me....

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

    Leadwerks Engine 2.43

    Initializing Renderer...

    OpenGL Version: 4.1.10907 Compatibility Profile Context

    GLSL Version: 4.10

    Render device: AMD Radeon HD 6900 Series

    Vendor: ATI Technologies Inc.

    DrawBuffers2 supported: 1

    16 texture units supported.

    GPU instancing supported: 1

    Max batch size: 32

    Shader model 4.0 supported: 1

    Conditional render supported: 0

    Loading shader "zip:;):/leadwerks engine sdk/my project 2/test/shaders.pak//query.vert", ""...

    Invoking script "D:/Leadwerks Engine SDK/My Project 2/Test/Scripts/start/collisions.lua"...

    Invoking script "D:/Leadwerks Engine SDK/My Project 2/Test/Scripts/start/fliphook.lua"...

    Invoking script "D:/Leadwerks Engine SDK/My Project 2/Test/Scripts/start/globals.lua"...

    Loading model "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

    Loading mesh "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/atmosphere/environment_atmosphere.gmf"...

    Loading material "d:/leadwerks engine sdk/my project 2/test/materials/effects/invisible.mat"...

    Loading script "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/atmosphere/environment_atmosphere.lua"...

    Creating class environment_atmosphere

    Loading material "d:/leadwerks engine sdk/my project 2/test/materials/sky/fullskiesblueclear0016_2_l.mat"...

    Loading texture "d:/leadwerks engine sdk/my project 2/test/materials/sky/fullskiesblueclear0016_2_l.dds"...

    Loading shader "zip::(:/leadwerks engine sdk/my project 2/test/shaders.pak//mesh/skybox.vert", "zip::(:/leadwerks engine sdk/my project 2/test/shaders.pak//mesh/skybox.frag"...

    Loading model "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/waterplane/environment_waterplane.gmf"...

    Loading mesh "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/waterplane/environment_waterplane.gmf"...

    Loading script "d:/leadwerks engine sdk/my project 2/test/models/entities/environment/waterplane/environment_waterplane.lua"...

    Creating class environment_waterplane

    Loading material "d:/leadwerks engine sdk/my project 2/test/materials/effects/water/water.mat"...

    Warning: Failed to load texture "d:/leadwerks engine sdk/my project 2/test/materials/effects/water/water01DOT3.dds": Path not found.

    Warning: Failed to load texture "abstract::water01DOT3.dds": Path not found.

    Failed to load texture "water01DOT3.dds".1

    Warning: Failed to load texture "d:/leadwerks engine sdk/my project 2/test/materials/effects/water/wobbleDOT3.dds": Path not found.

    Loading texture "d:/leadwerks engine sdk/my project 2/test/materials/effects/wobbledot3.dds"...

    Warning: Failed to load texture "d:/leadwerks engine sdk/my project 2/test/materials/effects/water/caustics.dds": Path not found.

    Warning: Failed to load texture "abstract::caustics.dds": Path not found.

    Failed to load texture "caustics.dds".1

    Loading shader "zip::D:/leadwerks engine sdk/my project 2/test/shaders.pak//mesh/mesh_diffuse.vert", "zip::D:/leadwerks engine sdk/my project 2/test/shaders.pak//mesh/water.frag"...

    Loading model "d:/leadwerks engine sdk/my project 2/test/models/entities/info/camerapath/node/info_camera_node.gmf"...

    Loading mesh "d:/leadwerks engine sdk/my project 2/test/models/entities/info/camerapath/node/info_camera_node.gmf"...

    Loading script "d:/leadwerks engine sdk/my project 2/test/models/entities/info/camerapath/node/info_camera_node.lua"...

    Creating class info_camera_node

    Loading model "d:/leadwerks engine sdk/my project 2/test/private/vehicle_viperscout.gmf"...

    Loading mesh "d:/leadwerks engine sdk/my project 2/test/private/vehicle_viperscout.gmf"...

    Loading material "zip::D:/leadwerks engine sdk/my project 2/test/private/viperscout.pak//interior_c.mat"...

    stack traceback:

    [C]: in function 'LoadScene'

    [string "D:/Leadwerks Engine SDK/My Project 2/Test/Project2.lua"]:21: in main chunk

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

    Some of those are in the right path but not found still....and some are not there are all, so I would think that the editor wouldn't be using them if they aren't there....so why is it searching for them?

    Also why isn't it loading the ones that ARE there?

  5. lol

     

    You can make entire structures collapse with Apex. You sell the whole thing short by judging only what you see in a few videos. You can fracture the whole wall, the whole pillar, the whole floor, and so on. What people decided to do with Apex and show on their videos is only a fraction of what can be accomplished.

     

    Yeah.... but hardware limitations would worry me.... since physX is Nvidia's baby they go through a lot of trouble to make it run really good ONLY with their graphics cards... unless its coded properly ..since its been proven that it can run on AMD graphics cards too...

     

    Right now though if I wanna run physX stuff on my current AMD system I would have to add an Nvidia card and use "modded" drivers to get physX to run properly or else my system will lag very badly...since Nvidia added something else that prevents it from running if an AMD graphics card is detected on your system..

     

    I only use AMD hardware ...its a hassle to have to do all that ...

     

    I hear OpenCL could be used for physics processing...

  6. I drew some sketches on paper, and I think the proper way to go about complex structures is to have assign a list of entities that break when a particular entity breaks. This would actually let you set up complex structures that collapse, instead of just shooting paint off of walls.

     

    Is that something your gonna add? ...already added? ..or is it up to us? ...or both?

  7. Well ....I would say that BFBC2 is and BF3 will be a good examples of object destruction, it seems pretty impressive to me, I played the BF3 Alpha ...shoot an RPG at a large corporate building where someone is shooting at you using the wall as cover and you will blow a massive hole in the wall....shoot the RPG multiple times and parts of the building start falling off..

     

    Shoot just about anything and its breakable.. still got impressive FPS while all that was going on...maxed graphic settings...

     

    I just wanted to break up simple objects for starters in the Leadwerks engine...crates, barrels, maybe a building ...

     

    I was only concerned because I didn't see very many youtube videos about Destructible objects using the Leadwerks Engine...

  8. Cool, thanks ill mess around with it then ...

     

    I am one of those people that like realism, so this was nagging me a bit...

     

    Because I wanted to make a space game and wanted to be able to blow objects off of the space ships for example..

  9. I was wondering if anyone knows how to do something like this:

    in the Leadwerks Engine?

     

    I been trying to find some tutorials ..haven't found any....so im thinking this isn't possible?

     

    I saw 1 youtube video with exploding barrels in Leadwerks, but the wooden crates right next to the exploding barrels were fully intact still...

     

     

    Any info on how to do it would be appreciated! ..thanks

  10. I was wondering because I have a 45,000 poly model ...I was able to export it directly from 3Ds Max 2009 with the GMF exporter plug-in for Max..

     

    The Model Viewer can open it just fine, but when I try to follow this:

    ...the file wont open...

     

    I get the "Failed to Load knot.gmf"

     

    I followed the directions in the video, I only changed a few things that shouldn't cause any problems :

     

    http://i303.photobucket.com/albums/nn134/BES12000/ScripteditorLuaproject.jpg

     

    Is it the script editor?

  11. what formats are you trying to convert from? fbx? obj? x?... the tools folder has converters for all of those... just drop the model onto the appropriate converter and it will convert to gmf. also, the downloads section has Arbuz's 3dsmax exporter which is supposed to be quite nice. also remember that you need a material file for every texture used on your model and the textures need to be DDS.

     

    Thanks for the help, I got it ... as you know it was a size problem ....an error on my part ( need glasses I guess ) ...

     

    Also I will take your suggestion into consideration Metatron ..

  12. I haven't been using Leadwerks Engine because I cant import anything into the program not even into 3D World Studio ...

     

    I used the model converter but the programs still don't see the models....

     

    I use 3Ds Max,Zbrush and Photoshop to make the models....

     

    What am I missing here? .. the import options seem extremely limited..

     

    I am not a programmer ..I can do simple script editing .. I just wanted to make a nice scene in the Engine first and work from there...

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