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Porsche

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Posts posted by Porsche

  1. You are trying to use a mat file from Dave Lee's The Zone, or at least the abstract path is grabbing it. Either remove the Zone folder from your SDK or change the name of your mat file to something else.

     

    For the line:

     

    scene = LoadMesh("abstract::scene.gmf")

     

    ...that was causing problems, I changed the name of "scene.gmf" to something else. Worked like a charm, just as you said. THANK you!

     

     

    One down, and one to go.

  2. Could you please post your engine logs when the programs are crashing? The commands are okay so there must be something else.

    I have had problems with copying code directly from pdf before. Some kind of hidden format issue.

     

    Do you also run the engine.exe that is inside the root of your project? I often switch between testing programs and that is why I need to specify the new path for the engine.exe.

     

    Okay, some more information...

     

    I get a little more detail with debug, but I still can't make heads or tails of it. This is regarding the "Unhandled exception error in the main chunk." This is what is shown in the log at the bottom of the script editor:

     

    Loading texture "c:/users/torr/documents/leadwerks engine sdk/tutorials/lesson09/concrete_floor01dot3.dds"...

    Loading shader "zip::c:/users/torr/documents/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::/c:/users/torr/documents/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.frag"...

    Loading material "zip::c:/users/torr/documents/leadwerks engine sdk/private/thezone.pak//models/buildings/warehouse01/concrete.mat"...

    Unhandled exception:Zip data error

     

    As for the second error, I found that it plays the sound when running debug. But when I try to raise and lower the pitch with the up and down arrow keys, as we coded in the tutorial (#6, with sound), a different error pops up - something more specific, and a little easier to understand. "Unhandled Exception:Attempt to access field or method of Null object" ...the problem now is trying to find where that problem is, since I'm using the same code as in the tutorial. The log for this is very long, I cannot copy the text, and it doesn't seem to be helpful and save a .txt file either. Here are the last lines of the log, at least, and if you need more then I'll type further back:

     

    Loading texture "incbin::noise.dds"...

    Loading shader "zip::c:/users/torr/documents/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::/c:/users/torr/documents/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"...

    Loading shader "zip::c:/users/torr/documents/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::/c:/users/torr/documents/leadwerks engine sdk/shaders.pak//postfilters/postfilter.frag"...

    Loading shader "zip::c:/users/torr/documents/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::/c:/users/torr/documents/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"...

    Loading texture "incbin::Arial9.dds"...

    Unhandled Exception:Attempt to access field or method of Null object

     

    The lines where we scripted the changing of the pitch are:

     

    -- Increase/decrease pitch on command

    if KeyHit(KEY_UP) == 1 then

    pitch = pitch + 0.1

    SetSourcePitch(source1,pitch)

    elseif KeyHit(KEY_DOWN) == 1 then

    pitch = pitch - 0.1

    SetSourcePitch(source1,pitch)

    end

     

    ...where pitch and source1 have already been defined above.

     

     

    Does any of this help at all, for either error? Thanks for trying to help me out.

  3. Do you have those resources located from where you are running your scripts? scene.gmf and beep.ogg?

     

    Yes. That was one of the first things I looked at. They're all in the same folder, and I've never had a problem before with the abstract path not finding things. : /

     

    It's odd. I showed this to one of my seniors at school, and he wasn't able to figure it out either. That was where we tried copying the script directly from the .pdf of the tutorial. But the guy's works in the tutorial, no problem. I was wondering if it had anything to do with my computer?

  4. Alright, so I've been working through the VERY informative and VERY helpful Lua tutorials here on the Leadwerks site. I'm starting off knowing nothing about Lua, and this is my first time working with a scripting language as well as working on a game. So I'm very new to the whole deal.

     

    I've had errors in the script I typed up from the tutorials, but I've been able to handle most of them. Except two. After doing the first eight tutorials, even though I made sure I typed everything exactly the way he did, I still get the errors. I've even pasted the script from the .pdf files that come with the tutorials! Still an error. I'm wanting to know what on my computer is causing them.

     

    In the fourth tutorial, the line

    scene = LoadMesh("abstract::scene.gmf")

    gives the error:

    "Unhandled exception error in the main chunk."

    when I try to run the script. I used that exact same line with the exact same errors in the seventh and eight tutorials, too.

     

    Finally, in the sixth tutorial, the line

    sound1 = LoadSound("abstract::beep.ogg")

    gives the error:

    "EXCEPTION_ACCESS_VIOLATION"

    when I try to run the script. This is the only time I've run into the error so far, from the 1-8 Lua tutorials.

     

    Does anyone have any ideas/advice for a newbie who's run out? I'd appreciate it!

     

    Thanks,

    Torr.

  5. Hey Laurens and everyone... let me give you all an update.

     

    Shard and I are local project partners in college. Zero Hour is our school project, which was due about 3 weeks ago, a few days after the Beta came out. We presented our actual game level with enemies, triggers, music, cut-scenes, and more. We had originally planned to release the beta earlier, but complications just kept piling up. We went into major crunch time to get it ready for a huge presentation, and we're proud to say we kicked butt.

     

    Anyway, Zero Hour is far from finished. We've been taking a long deserved break. The Beta we put up is horribly faulty, and chances are we'll be putting up different versions of the game for everyone to test over the next 8 months. The game we turned in was for our Mid-Term Project, which is meant as a "practice run" for the real thing. We are continuing Zero Hour as our Senior project. Our break is nearly over, and I'm sure you'll see more from us soon. (Get ready for Shard to bombard the Coding forum with questions... haha)

     

    -Porsche

    PS: Thanks to all those who played the Beta. Check your email over the next couple months, we might hand out a different test version of the game.

  6. We've only denied a few requests.

     

    There are a few other things that cause us to deny your request. These include:

    • No Email Provided
    • Not stating your LeadWerks forum username OR not clearly identifying who you are

     

     

    I was rejected :blink: So sad :)

     

    @RVL: You are an SDK owner, so you should be able to play the Beta. You can still play, but I need you to PM me a few things. Check your inbox. =]

  7. You can export the height map from the Editor (Sandbox) into a .raw file. If you import this into Photoshop (maybe even gimp), you can re-save it as any kind of file. Going along with everyone else though, it'd just be too many steps to really even be worth it. You shouldn't just use LeadWerks for one thing, considering it's meant to be much more.

  8. Signed up aswell, hopefully I'm not to late :)

     

    Cheers!

     

    The Beta will probably go until July, and you can sign up at any point during.

  9. We are a little behind schedule, but we should be able to hand out the keys tomorrow (June 1st) or Wednesday(June 2nd). I've looked through the requests already sent, and a few people claimed to be from leadwerks but didn't include their username.

     

    If you got an email saying you were denied, and you're an SDK owner, just PM me here with your email address so I can fix the issue.

     

    Otherwise, check your email in the next few days for the Beta Key! =D (Be sure to check your junk email too, if you're expecting.)

     

    We've run into several last second issues. While we could hand it out as is, we'd rather fix the more major bugs beforehand.

     

    We're now aiming for next week sometime, probably Tuesday June 8th.

  10. My desktop is kind of cluttered, and the wallpaper was spur of the moment because the black debug screen was getting annoying. I am in the middle of porting all my stuff over to Windows Server 2008 R2 and Windows 7 x64.

     

    post-3-12731971001109_thumb.png

     

    I'll give you one guess as to why I like your wallpaper.

  11. What I have learned is that the symptom of randomly disappearing objects when camera angle is changed, is often based on the viewdistance of the scene pivot or some other entity to which your model is parented to. Try setting the viewdistance to infinite for the weapon and also for the entity to which it is parented.

     

    As far as the model goes, the weapon is part of the player.gmf model file. It's attached via link in 3DsMax. Should we be splitting up the gun and the arms?

     

     

    Unless you post a program that demonstrates the problem, we're all just speculating about what the problem might be.

    We'll work on this.

  12. Sweet, I got all of your requests. They wont be approved until the first week of June.

     

    I'd like to take a moment and thank all of the LeadWerks community for past and future help that you guys have provided. We seriously wouldn't have gotten this far and have it look this good without your help. THANK YOU.

  13. ZERO HOUR

     

    Teaser trailer!

    I thought I'd make an Official Thread for our game, Zero Hour. (Shard and myself).

     

     

    We have a version of the game out currently for download. All LeadWerks SDK owners are invited to play this testing version.

    If you'd like to play the Zero Hour and find bugs for us, you'll have to request a Key here:

    http://www.fifthinitiative.com/system/?v=req

    Be sure to put you're from LeadWerks Community in the additional comments section, so we know who you are. (Include your username!)

     

    Check out our project page too for more media and screen shots:

    http://www.fifthinitiative.com/?v=3pro&t=3

  14. I am currently using the MaxScript that converts straight from 3DS to .GMF inside Max. Since I had already narrowed down the problem to the rifle, I took a closer look at it... I found one bad vertex, and it seems to be exporting fine now.

     

    I had been building off of an an older version of the rifle I had modeled last year that wasn't made very carefully.

     

    In any matter, I exported it using FBX to GMF conversion tool and nothing shows up in the Model Viewer.

  15. I've got an entire animated model ready to be exported from 3DS max. It's basically the hands/gun that will be displayed in the viewport during the game.

     

    The entire animation includes two guns, an assault and sniper rifle which I modeled separately then imported into the hands/arms scene using the merge tool. The model can export fine with everything intact with just the assault rifle. When I include the sniper rifle in the selected objects to export, it errors out with: "There was an error."

     

    I can't seem to find an error log - is there any sort of MaxScript Error log? If not, what are some of the causes of this error?

     

    Thanks for your time,

     

    Porsche

  16. Okay so it's been awhile, but I hit a wall with my models. I think I'm missing something with my models that have bones (bipeds, etc)...

     

    The bones seem to animate fine, but the physique animation on the actual mesh isn't making it into the GMF.

     

    In an attempt to solve the problem I made a new scene with a single cylinder with 2 bones... I've recorded the animation in MAX and in the Model Viewer to show you my problem. I'm using the Max Leadwerks Export tools. Here are the settings:

    post-30-12714709536948_thumb.jpg

     

    Here's the video:

    http://www.vode-an.com/media/animationProblem.wmv

     

    If you prefer that I upload it to YouTube I can do that as well. Any suggestions or help would be greatly appreciated.

    -Porsche

  17. I spoke with Christian Allen, the a lead game designer at Ubisoft, Bungie, and now WB games, who strongly recommended using this site. You can link your blogs and other portfolios from this site. It acts as a bridge between your work and interested companies and corporations.

     

    Edit: This is not just for customers and friends, it's for industry connections. The video game industry is wide spread. There are several different studios that are thousands of miles away. While linking blogs together based off of area is brilliant, one must look at job opportunities in other locations, especially if they pay well and have benefits. Narrowing down your connections to your semi-local area isn't the best idea.

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