VicToMeyeZR
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Posts posted by VicToMeyeZR
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yeah.. Just speculation I guess for all of us. I didn't even realize it existed. Guess some testing is in order.
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i think LoadAnimation() will return sequence number of entity its related to, increased by 1 every time its called...
Could you expand on that?
model.gmf would become model1.gmf?
or are you saying if model.gmf has 1-20 frames, LoadAnimation() would then take the seq of the animation you are loading and make it 21-xx, and so on?
So wen you call animate, you just need to know the number of frames in each animation file you load?
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yeah. The function is listed, but no reference to use it after you call the function.
I am guessing your model would only be rigged, and the LoadAnimation(entity, path) would have to be an single animation file, you couldn't load a different one for each sequence you want, because Animate(frame, blend, sequence, recursion)...?
My question, does LoadAnimation() override or append any animation that may be currently set in the original enitty?
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hm LoadAnimation is blank on the wiki.
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this is a very nice feature.. It would be very handy to just select which BVH files you want for each character.
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reboot your computer. Sounds like your Lua state isn't renewing.
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Well if the top one is Maxwell, and the bottom is LE, stick with what you got, cause I think the bottom one looks better.
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There is a B3D format and a b3d format. They are two different formats.
3D World Studio, DOES export Blitz3D format, which is b3d. I am sorry you can't get it to work in DarkPro, but thats why the suggestion was to go to the forums of the company the developed DarkPro. TGC...
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I guess he doesn't know that Josh is the owner of 3DWS, and that he is definitely NOT Dutch.. lol
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I haven't really played with it much, sorry. There are a few here, that use it regularly though.
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If I remeber correctly, just place them in the materials folder..
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or maybe he puts on a good show, and his "tech" isn't what he says....
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It does export Blitz 3D format.
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kind of weird he is trying to market himself and his company with a site/and graphics that looks like a kiddy did them. I mean if your looking at marketing a tech, that stands to make you millions, wouldn't you spend a little money to make it presentable?
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I think mac should just stick to web development and leave games alone.
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yup not working for me either. Using FF
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EDIT: Been trying millions of ways. Whenever you throw a new thread in, beware the massive, huge lag. I wonder how I'm supposed to do my networking.
Are you using reference pointers to get the data you want to send via networks? You shouldn't use the network library to actually run an engine command, just make sure its a pointer to the variable you want. That should work.
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The engine does not control your threading. If the engine is running on one thread, you can do anything you want on another one, as long as it isn't simultaneously calling the engine commands.
So LE isn't multi-threading capable?
Trying to run networking on another thread is going to access the engine commands. You have to pull positional data to send via networks.
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Here is an email reply from Mr. Bolthouse.
Greetings,
Unfortunately, Unwrap3D does not support such mesh transformations, so the entire mesh hierarchy is combined on import. If you're working with skinned meshes and animation, usually this isn't much of a concern, but I can see how it can be important for static meshes.
In short, it may take some time to add proper mesh transformations. A lot of internal structures would need to be changed.
Regards,
Brad Bolthouse
I take from that, he sees the impotrance of it, so hopefully he will look into this feature.
Maybe if other software owners email him from the contact page, he may look at it more seriously.
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well anyone would just be pissing in the wind, without specific files or code. Beyond that, its all just a guess.
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I'll add my ++ to this one
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would have to have uu3d dev's change it.
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256 is limit, but you are down to 64 for bones that effect mesh. Maybe LE is set to 59 software I don't know, but hardware limits you to 64. (hardware, I mean by the ShaderModel version)
Each bone effecting mesh is a 3x4 matrix. or 3 x float4 so 256/4 = 64
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second link....
The library requires programmers to call glutMainLoop(), a function which never returns. This makes it hard for programmers to integrate GLUT into a program or library which wishes to have control of its own event loop.
LE IDE
in Programming
Posted
http://codeblocks.org
It was designed with wxWidgets. but has ALL the compilers built into it.
MSVC, GCC, etc.. Plus you can customize it to find your needs.
Worth checking out.
Plus its cross platform already.
One of the nice things about this is, is is also designed to build GUI right from wxWidgets, so if you want to build a custom tool for LE, it sure is easy.