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Argorius

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Everything posted by Argorius

  1. Thanks! Great examples. The shorter one works great (but I havent been able to use it on my Dexsoft model - but I probably didnt do the conversion right). The longer one gives an error (I fixed what was wrong with it as suggested). An empty box pops up and wants me to hit OK. I'll have to dissect that and see if I can make it work.
  2. I am trying to get animation to work on the crawler in lua - could someone post their lua script for an animated character model? I would like to use it as a template for mine and learn from it. At the moment I have no idea what exactly I need to code this and what all goes in it!
  3. Quick question - if I use the firepit with its lua file in the editor the campfire sound starts when I get close and stops when I get further away. What determines its range though? If I replace the campfire with certain wav files, the sound can always be heard - with others - you can only hear it as you get closer. Is there something in the wav file that determines its range? Can that be changed or adjusted?
  4. - Under models, it might be helpful to show step by step how to convert some of the purchased models (like Dexsoft) so that they function in the editor correctly. For the most part I figured it out but it would have been helpful to have. - Explain some of the possibilities that certain scripts/features/functions have and how they would be used in a game environment. An experienced user may look at a set of functions and right away see what they can do with it - a noob looks at it and says...nice...what do I do with it. - Make sure it is written for noobs...assume they dont know anything...it is easy to end up with a guide that is not detailed enough or "too advanced" for the total noob and the persons who do understand it, know enough already so that they dont really need a guide hehe. Half the time when I see a noob question and then see the answer - it is like a riddle to figure out what they mean...if you know a lot it is hard to imagine how little a noob knows! Anyway, it is probably too much work but osmething to keep in mind!!!
  5. Besides the Lua script mentioned - I also had to generate a convex hull phygen file to make my models solid. I dont know if that works on all models but you can try it and see if it does anything.
  6. hmm now where you mentioned it...that may be the case...I am converting usually from 3ds Max with the Leadwerks exporter...change the mat files..convert tga files to dds...rename to include vegetation_ Am I missing a step? or a setting?
  7. Tried it but that didnt do it...here is what I can see... 1. The palms in the vegetation layer are tiny - the palms I put down as models are normal size 2. The palms in the vegetation layer are not aligned to the proper axis like the models are - they are just laying flat (the models, however, are aligned normally)
  8. I converted a bunch of my tree models by adding vegetation_ to the beginning but I tried it with Dexsoft's Palm Pack...and it comes up in the list of available vegetation layers but it doesnt draw any vegetation. The model by itself works fine though. Any idea what may be causing this? Well, after further testing - I narrowed it down somewhat. The model works fine if I individually place it...but if I place it as a vegetation layer - it becomes tiny. I could make it visible by increasing the density to 1. Any ideas why?
  9. Thanks so much - that was a real helpful discussion in general for me - it made me realize a lot of things about the different maps and shaders! One of the proposed solutions by Aggror actually worked too - not sure if it made it as good as it could but using the shader he suggested with no blending and only the diff texture made the model as it should look (I think). Here is what I changed it too and this worked: texture0="abstract::fishnet1_diff.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=0 gloss=0.05 bumpscale=0.3 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphatest.frag" shadowshader="abstract::mesh_shadow.vert" I am going to have to try Tyler's approach next - thanks for answering this!
  10. I got some assets from Dexsoft and am trying to get them ready for use in the 2.30 Editor. However, some of these assets have opaque maps and I can't get them to show up properly. There is one that has a diffuse map, normal map, specular, and an opaque map. In the mat file I usually do the following: texture0="abstract::fishnet1_diff.dds" texture1="abstract::fishnet1_nmap.dds" texture3="abstract::fishnet1_spec.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=3.33333 gloss=0.0 bumpscale=0.3 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow.vert" What do I have to write if I have an opaque map involved? on a more general note...is there some documentation that allows me to make sense of what texture 0, 1, 3, etc. is? And what type of maps belong to which texture? I am doing this mostly by trial and error but I dont understand what I am actually doing...or is someone could explain this or point me to some cool link - I'd appreciate it! Thanks!
  11. Another question about GameLib I tried to use the DrawShadowText function but it keeps saying that: 1>.\main.cpp(196) : error C2039: 'DrawShadowText' : is not a member of 'leadwerks::Renderer' 1> c:\program files\leadwerks engine sdk\cpp\renderer.h(20) : see declaration of 'leadwerks::Renderer' 1>Build log was saved at "file://c:\Documents and Settings\The Squid\Desktop\GameLib\source\Release\BuildLog.htm" 1>letest - 27 error(s), 0 warning(s) If I look at the sln project for the gamelib demo (if I hit the exe, the demo works) and try to compile it...it gives me the above error on everything that uses DrawShadowText Do I need to do something with the Renderer.h or cpp file?
  12. Windows XP Home Edition Service Pack 3/ Intel Q9450 @ 2.67GHz / 3.5GB DDR3 SDRAM / GeForce 8800 GTS 512 I put it in my sig - thanks for the reminder. I solved the initial problem I think - now I can load my own maps (as of yet without water and sky) and the program runs. The issue was that I called info_playerstart and the gmf file that I used was also called info_playerstart. However, in the editor when I placed the playerstart onto the map - it named it playerstart_1. That gave the issue apparently and now if I call playerstart_1 instead - it works. The gamelib map, however, is still all messed up (same with the gamelib test.sbx maps - they are the same way except they aren't red). At least some progress haha!
  13. HDR and Bloom - as well as all the other fancy options are off now - it looks different but not better. I pretty much just installed 2.30 into a clean directory - kept hitting update until it said there were none. yesterday I forced an update to completion again. That should mean that I have the current shaders.pak and framewerk files, right? I also got new nvidia drivers a few days ago for my video card trying to fix this. Any other ideas? I am puzzled - I have been trying this for days and searching both forums.
  14. I attached a screenshot of what the main.sbx from the power tutorial looks like in the 2.3 Editor. Turns out, if I replace the cobblestone with soemthign else - it is still red. I can mess around with the lighting and get it to look more normal but that shouldn't be, right? Any ideas of what is wrong?
  15. ahh - Thanks for the help...if I add an info_playerstart node to the map and uncomment that playerstart piece of code - then it should work? Does it have to be a playerstart node from 2.28? I think I used one from 2.20 or so and had the playerstart uncommented and it still crashed. If I look at the black window that comes up - it seems like it crashes while it is doing some shader stuff sometimes. I have the normal 2.30 shaders - I assume that is correct?
  16. Is GameLib fully functional with 2.30 or do I have to tweak something to make it work properly? I have 2.30 installed and followed the Power tutorial from the Wiki. If I run it, it actually works (except my cobblestone is bright red but if I replace it with a different texture, it is fine). Also, the main map from the tutorial is all messed up if I load it in the Editor (the light is way bright and makes everything looks white etc.) However, if I take the exact code from the tutorial and try to load a simple map with pretty much nothing on it that I made myself then the program doesnt show any errors but wont compile and crashes. If I remove the mouselook function call then it works (but with no mouselook of course. I am probably missing something major but I figured I'd ask if it is all fully functional with 2.3 first or if I need to do something special first... This is the code: // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "gamelib.h" #include "leo.h" using namespace LEO ; int main( int argc, char** argv ) { TGame game; Engine engine; engine.Create(); game.Initialize( 800, 500 ); Engine::SetFilters(); ::Collisions(); game.scene.LoadMap( "abstract::gamelib.sbx" ); //game.scene.SetCurrentPlayer("info_playerstart"); // Game loop while( !Keyboard::I****() && !Engine::IsTerminated() ) { if( !Engine::IsSuspended() ) // We are not in focus! { // Render game.scene.Update(); game.MouseLook(game.scene.cam); game.KeyboardMove(); game.PositionPlayerModel(); game.PositionCamera(); game.scene.Render(); // Send to screen Engine::Flip(0) ; } } // Done return engine.Free() ; }
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