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L B

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Everything posted by L B

  1. As these are 3 development phases, I assume it is only logical to develop the software before releasing it.
  2. L B

    Middlewerks

    Try testing with smaller textures? What is the size of the textures you try to convert?
  3. Models have attached physics bodies, don't they? And pick returns mesh, therefore I guess Model is the parent of Mesh.
  4. Ahh, there we go. Thanks. Is there a way to get the mesh from the model?
  5. I'm trying the following code. When I middle-click, it creates a warrior at pick position and assigns its "canSelect" key to "true". When I click, it checks the "canSelect" entity of the key to know if it is selectable. However, that key checking always returns the default value (a.k.a. empty string), as if the model didn't keep its keys through the raycast. Note: It's C#, but the syntax is very readable, so I assume you can all read it. using System; using System.Collections.Generic; using Aerora.Logic; using Leadwerks; namespace Aerora { static class Client { public static bool Run = true; private static Entity selected; private static Entity Selected { get { return selected; } set { if (Selected != null) { Selected.Color = Color.White; } selected = value; Selected.Color = Color.Red; } } public static void Main(string[] args) { Engine.Initialize(DisplayMode.Window); Framework.Initialize(); Filtering.Optimize(); FileSystem.Initialize(@"C:\Program Files\Aerora"); Framework.Effects.Bloom.Enabled = true; Framework.Effects.VolumetricLighting.Enabled = true; Framework.StatisticMode = StatisticMode.FrameRate; Scene scene = new Scene("abstract::Dust Valley.sbx", Framework.Camera); Explorer explorer = new Explorer(Framework.Camera); Random r = new Random(); List<Model> warriors = new List<Model>(); while (Client.Run && !Window.HasRequestedClose) { explorer.Update(); Pick pick = new Pick(Framework.Camera, Mouse.X, Mouse.Y, 5000); if (Mouse.ButtonHit(MouseButton.Middle)) { Model warrior = new Model("abstract::warrior_character_skin.gmf") { Position = pick.Position, ViewRange = ViewRange.Infinite, Scale = 0.3f, Rotation = new Vector3(0, r.Next(), 0) }; warrior.Keys["canSelect"] = "true"; //pick.Entity.Keys["canSelect"] == "true"; // Returns true. warriors.Add(warrior); } else if (Mouse.ButtonHit(MouseButton.Left)) { if (pick.Entity.Keys["canSelect"] == "true") // Returns false. { Selected = pick.Entity; } } foreach (Model warrior in warriors) { warrior.Animate(Timing.Time / 20); } Timing.Update(); Framework.Update(); Framework.Render(); Graphics.Flip(); } Framework.Terminate(); Engine.Terminate(); } } }
  6. I have this at home, only I doubt it reflects the BlitzMax engine.dll.
  7. L B

    Middlewerks

    Can you do more testing on the texture conversion? Mine works really fine here.
  8. Seems to be coming from Tyler's custom DLL, but I can't verify as he's never on. Works fine with the old ones.
  9. This is basically solved with the UNIQUE flag in LE3.
  10. Here's the inner header code for initializing framework: Framework.Pointer = Core.CreateFramework(); Framework.CheckPointerDll(); Framework.StatisticMode = StatisticMode.None; //Global.Objects["fw"] = Framework.Pointer; I had this commented out, because it didn't make any change. IntPtr lua = Core.GetLuaState(); Core.lua_pushobject(lua, Framework.Pointer); Core.lua_setglobal(lua, "fw"); Core.lua_pop(lua, 1); Oh yeah, the global goes as follows: public class GlobalPointers { internal GlobalPointers() { } public IntPtr this[string key] { get { return Core.GetGlobalObject(key); } set { Core.SetGlobalObject(key, value); // There. } } }
  11. I'd like 4 view ports too. I don't see why it would be hard to code. Set the mouse/keyboard input to the viewport last focused (clicked). Have all other viewports just be a camera. When you get in a viewport, you can move the camera with the WASD as usual. But agreed, it's far from being *that* important. Probably more of a gizmo than anything else.
  12. I'm getting the following error in my log: Loading model "c:/program files/aerora/environment/waterplane/environment_waterplane.gmf"... Loading mesh "c:/program files/aerora/environment/waterplane/environment_waterplane.gmf"... Loading script "c:/program files/aerora/environment/waterplane/environment_waterplane.lua"... Creating class environment_waterplane Warning: Failed to save body "c:/program files/aerora/environment/waterplane/environment_waterplane.phy". Lua error: [string "c:/program files/aerora/environment/waterpl..."]:34: C:/Program Files/BlitzMax/mod/lugi.mod/core.mod/lgcore.cpp:891@lugi_index_object: Index for object is not a valid field or method. Lua error: [string "c:/program files/aerora/environment/waterpl..."]:34: C:/Program Files/BlitzMax/mod/lugi.mod/core.mod/lgcore.cpp:891@lugi_index_object: Index for object is not a valid field or method. Lua error: [string "c:/program files/aerora/environment/waterpl..."]:34: C:/Program Files/BlitzMax/mod/lugi.mod/core.mod/lgcore.cpp:891@lugi_index_object: Index for object is not a valid field or method. Loading model "c:/program files/aerora/environment/atmosphere/environment_atmosphere.gmf"... Loading mesh "c:/program files/aerora/environment/atmosphere/environment_atmosphere.gmf"... Loading script "c:/program files/aerora/environment/atmosphere/environment_atmosphere.lua"... Creating class environment_atmosphere Lua error: [string "c:/program files/aerora/environment/atmosph..."]:69: C:/Program Files/BlitzMax/mod/lugi.mod/core.mod/lgcore.cpp:891@lugi_index_object: Index for object is not a valid field or method. Lua error: [string "c:/program files/aerora/environment/atmosph..."]:69: C:/Program Files/BlitzMax/mod/lugi.mod/core.mod/lgcore.cpp:891@lugi_index_object: Index for object is not a valid field or method. Any idea at all? I'm lost at the moment.
  13. I'm currently writing a byte reader/writer for GMF, along with a C# editable mesh class. This should allow me to make plugins built into Middlewerks for any given file type.
  14. L B

    Middlewerks

    I fixed the XP bug, will be in tonight's nightly build.
  15. Extrude-able terrain. Or did I mention that already?
  16. I assumed it was a value of 8 but did not test. I'll try to look into this tonight. (Tyler, if you read this, please work on the callbacks and picks.)
  17. I hope the new editors, for prefabs, paths and particles, will have nice UI's. It's not worth having a tool if it's not convenient.
  18. L B

    Middlewerks

    As I am providing an additional layer that is completely separate from Leadwerks, there is no reason for Josh to get a cut of the profits. Besides, I have communicated with him in order to make sure there was no licensing problem at all. Besides, 40MB of .NET will be a necessary update in the next 2 or 3 months. All major developers upgrade to the latest .NET when developing, and since .NET 4 brings significant every day advantages, I can foresee this happening in the near future. Did you have any problem by saving to the registry? Was there a restriction of any kind, a UAC prompt, a crash, or something? I have tested it in non administrator machines and it works without flaws, although I couldn't do any extensive testing yet. If you had a bug with this, please report it. Additionally, the registry method was initially adopted for more parameters, but these won't be available in Middlewerks for LE2. A more extensive use of it will be seen in LE3. I personally think it is strange that the engine itself does not record its own installation path to a global access for developers, but that might just be me.
  19. L B

    Middlewerks

    That's actually quite a good idea. I could have the program edit the registry and add a right-click option on all files under the "Middlewerks" menu. i.e., in Windows Explorer, right click "test.obj", select "Middlewerks > Convert Here" or "Middlewerks > Convert To...". I could code that in an hour, so no problem at all. Would you like that? I could also have it as a permanent tray icon with different functions available from it. I know I would like it, but I don't know how some people feel about having their OS invaded. @Vetal and MG: Are you using Windows XP? I'm sorry, I couldn't test for this operating system. I'll add a check that replaces these with regular buttons on non-aero systems if that is the problem. @Macklebee: Middlewerks is meant to bring usability to LE users. If you're comfortable enough with the command line tools, use them instead. Middlewerks for LE3 will include specific features and will be paid. This one is just a mellow release, if you wish.
  20. Ctrl+H Find: "EntityPosition" Replace By: "EntitySetPosition"
  21. L B

    Middlewerks

    Mostly a reserved topic for now, but here's a link meanwhile: www.middlewerks.com/nightly I'll edit this tomorrow. Enjoy! (N.B.: Requires .NET 4.0: Download at Microsoft)
  22. L B

    GUI system

    Wha-? How unproductive is that? Anyhow, XML based would be a good approach in my opinion, with event handlers linking to reflection or DLL calls for native code. Somehow like XAML does it.
  23. Uploading it, expect it in the next 20 minutes.
  24. Great! I've been dying for that for so long! Great post, great mentality, I just can't wait for LE3. L3? IDK. The shortening is cool.
  25. EDIT: Another feature I'd die for is terrain carving, like in CryEngine where you can extract parts of the terrain. Of course it's not a heightmap anymore, but it makes environments much, much more realistic. Example: http://img14.imageshack.us/img14/4086/cryengine003.png (I know these cliffs are models, but it gives the point).
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