VicToMeyeZR
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Posts posted by VicToMeyeZR
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that one is much easier than the lua site. thanks
also..
I call
group:AddProperty("idle_start", PROPERTY_INTEGER, "", "Idle Start Frame")
but when I try to reference that value, it always pulls the default value only?
object.framestart = object:GetKey("idle_start", "450")
Is this not the right syntax?
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@Rick..
Using your character thingoid if you assign the character to it, would the character lua code, then become the child of the character controller?
I am wondering, because the animation sequences would be in the update() part of the character script, but trying to find the way to assign when key pressed play this sequence..
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frame = math.fmod(AppTime()/35,frameend-framestart)+framestart
it was math.fmod that I wanted.
Thanks for your help
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cool.. Thank you
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whats the lua for the fmodf function in c++?
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yup. link broke
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If you use the project wizard there is a resource file..
IDI_ICON1 ICON "le_test.ico"
You should be able to change that... I haven't tried yet
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Thats fantastic.. Very nice.
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I noticed when I first ran it, the particles were off to the right, and I had to click the move right button 5-6 times to get the particles on screen.... I also use ATI, so it shouldn't be that.
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what if you put the :
Flip(0)
inside your if statement?
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hmm.. Well hopefully someone will post a few hints as to how to call the animation sequences in Lua..
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So as long as you know the frame range for each animation, you can assign each animation to what ever you want then?
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Anyone have an example of the lua script for the animation of the models.
Also, does the wiki have the bone names and requirements listed anywhere? I can't seem to find it.
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yup. The mipmaps must have been the problem.
Thank you.
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very nice.. Keep it up, looking very promising.
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I haven't checked. The DDS are straight from dexsoft.
Edit: doesn't appear they are.
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ok.
Leadwerks Engine 2.3 Initializing Renderer... OpenGL Version: 2.1.8787 GLSL Version: 1.30 Render device: ATI Radeon HD 4800 Series Vendor: ATI Technologies Inc. DrawBuffers2 supported: 1 16 texture units supported. GPU instancing supported: 1 Max batch size: 1024 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Tools/Leadwerks Engine SDK/Scripts/start/collisions.lua"... Invoking script "C:/Tools/Leadwerks Engine SDK/Scripts/start/globals.lua"... Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/tools/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/tools/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"... Loading mesh "c:/tools/leadwerks engine sdk/models/characters/cyber/character_visor_full.gmf"... Loading material "c:/tools/leadwerks engine sdk/models/characters/cyber/sword_col.mat"... Loading texture "c:/tools/leadwerks engine sdk/models/characters/cyber/sword_col.dds"... Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_skin.vert", "zip::c:/tools/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse.frag"... Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//mesh/mesh_shadow_skin.vert", ""... Loading material "c:/tools/leadwerks engine sdk/models/characters/cyber/visor_col.mat"... Loading texture "c:/tools/leadwerks engine sdk/models/characters/cyber/visor_col.dds"... Loading material "c:/tools/leadwerks engine sdk/models/characters/cyber/gun_col.mat"... Loading texture "c:/tools/leadwerks engine sdk/models/characters/cyber/gun_col.dds"... Loading material "c:/tools/leadwerks engine sdk/models/characters/cyber/cyber_col.mat"... Loading texture "c:/tools/leadwerks engine sdk/models/characters/cyber/cyber_col.dds"... Mesh loaded in 131 milliseconds. Loading shader "zip::c:/tools/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/tools/leadwerks engine sdk/shaders.pak//editor/guide.frag"...
still black in the ModelViewer.
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I have yet to be able to get any of the 100's of models I have to render in the editor or game with the textures or materials.
I have a character, exported from Fragmotion, opened into UU3D and saved in GMF. I converted the DDS to MAT files. I made sure the file locations were saved as relative to the mesh, and both MAT and DDS files are in the same directory, but all my models are still black. Here is the log from the Model Viewer
Leadwerks Engine 2.3 Initializing Renderer... OpenGL Version: 2.1.7169 Release GLSL Version: 1.20 Render device: ATI Mobility Radeon X1300 (Omega 3.8.442) Vendor: ATI Technologies Inc. DrawBuffers2 supported: 0 16 texture units supported. GPU instancing supported: 0 Shader model 4.0 supported: 0 Conditional render supported: 0 Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//query.vert", ""... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/collisions.lua"... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/globals.lua"... Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//postfilters/depthblit.frag"... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//lighting/directionallight.frag"... Loading mesh "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/character_visor_full.gmf"... Loading material "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/sword_col.mat"... Loading texture "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/sword_col.dds"... Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//mesh/mesh_diffuse.vert", "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//mesh/mesh_diffuse.frag"... Loading material "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/visor_col.mat"... Loading texture "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/visor_col.dds"... Loading material "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/gun_col.mat"... Loading texture "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/gun_col.dds"... Loading material "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/cyber_col.mat"... Loading texture "c:/documents and settings/hx11433/my documents/cyber infiltrator - final/mesh/gmf/cyber_col.dds"... Mesh loaded in 998 milliseconds. Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//mesh/mesh_shadow.vert", ""... Loading shader "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/test_chat/shaders.pak//editor/guide.frag"...
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werks perfectly fer me. Well done.
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the original didn't have the property field at all, so it wasn't changeable..
Line 453 didn't really change, I just changed material to Material, to make sure it selected the property field correctly.
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I modified the Road node lua file slightly.
Open file: Raod_node.lua
Add on line 26
group:AddProperty("Material", PROPERTY_FILE, "MAT Files (*.mat):mat", "", "RoadMaterial Files")
Find line 453 or
material=LoadMaterial("abstract::"..self.model:GetKey("material"))
And change the material to Material
I have not tested this extensively, but it should allow you to change the road material easily.
If some one wants to confirm, or show I better solution.
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Data
in Programming
alrighty..
Well I am looking at using the cfg file for settings graphics for my game testing, instead of hard coding it into the start up file every time.
So I would have
[GraphicsSettings]
GraphicsWidth=
GraphicsHeight=
etc....
so I got
GameSettings=io.open("graphics.cfg") .......
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Data
in Programming
lol. ok then.
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that would be great.
Pi-Character v 0.1
in Programming
Posted
Hey. Rick, I thought I would help a little with this.
What this does so far;
Add's the fields in the property to add the animation frames for input.
Debugs to check if inputs are 0, will not crash "Unhandled Exception"
Deafults to idle frames.
Needed:
Way to check what the message recieved from key board controller for movement animation
Let me know what you think