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Porsche

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Everything posted by Porsche

  1. DrawText() doesn't seem to be working properly. I keep getting the following error: error C2665: 'DrawTextW' : none of the 2 overloads could convert all the argument types I've tried these two implementations: 1. // in struct creation string output; //in default constructor output = "Default Setup"; // in game loop DrawText(32,32,aiONE->output); 2. // Before game loop std::string text = "Hello, world!"; // in Game loop DrawText(0, 0, text.c_str()); Just trying to get it to display a variable defined earlier. I am obviously not handling the string right in some way. This works of course: DrawText(0, 0, "Hello World"); Also, what's the easiest way to display FPS? -Thanks, Porsche
  2. Lazy Link for everyone: http://www.nvidia.com/object/3D_Vision_Overview.html
  3. There are several libraries out there for the use of a connected controller. We will be using one for the Xbox 360 controller for our game in development.
  4. http://leadwerks.com/werkspace/index.php?showtopic=272
  5. Thanks. When will you be uploading some of your work?
  6. 2.3 is an incredible upgrade. $50 is considerably low compared the features it introduced. The editor combines several different "workplaces" together, and allows for a much smoother development kit. Don't forget about vegetation - with 2.3 you have the ability to add limitless vegetation, no joke.
  7. Get the MoBo's model and look up the correct layout online. Most manufacturers will have a PDF file at least. And like everyone else said, doesn't hurt your computer if you guess wrong.
  8. (Monday) Shard, speak with me before you reply again here. These are things I need to show you on my side of the table so that you wont have to ask.
  9. I'll work on this with you Shard.
  10. Porsche

    Dianabol

    This is a 100% awesome.
  11. Porsche

    Videos

    Eh... there are plans for multiple cut-scenes of varied lengths. I don't think this solution would be optimal. I found a few guides online that show C++ handling AVIs.
  12. Porsche

    Videos

    Lets say I wanted to play a video file for a cut-scene in my game. Where would I begin?
  13. Wait what? You're using a cube for the player collision data? Unless. .. I mean if you've got a cube in the way, then one would guess that's why you can't get up the stairs. Can you rephrase your question?
  14. So ... it'd be easier to load the object's lua script in C++ rather than using the process scene function?
  15. I've noticed you can also get a good grasp of the mass of certain objects if you place them above water and watch them float, and how they bounce upwards. I had a ship with way too low of a mass, and it would bounce out of the water and crash the editor. I thought it was funny, actually.
  16. Haha... I think for now the best option on my end is to just use a door. Opening the door (like Fallout 3) will load a different scene. It'll keep frame-rate high, and avoid annoying work-arounds.
  17. Thanks ArBuz for the continued support of your tool. It saves me quite a few steps, and works extremely well with every object I've ever made. If anyone is using Max + Leadwerks and doesn't have this tool, they're seriously missing out.
  18. Hmm, alright. I'll just use two separate scenes with a door interaction transition. Thanks for the quick response Josh.
  19. I'm creating a primarily outside level with a river and a few small lake-sized bodies of water. However I'm also trying to put in a building that has basement access. While the visibility on flat ground is it's own issue in and of itself (LINK)- I obviously don't want the four levels of the basement in this building to be flooded. How do I achieve a multi-level basement with a waterplane in the same scene?
  20. Alright it looks like I found the problem. Actually, there were two problems. The first was that when I exported the model using the MaxScript AddOn, it didn't create the .dds file in the same directory for the model to use. So you were right to question if the .dds file was in the right location. Also, when trying to convert the texture myself, the MakeDDS tool kept crashing because the texture I was using (a large world map) was too big. When I tried converting another metal texture I had created, it ran smoothly and imported/exported just fine with the MaxScript, and appeared perfectly in the Editor, retaining its UV Unwrap map as well. Thanks for the help again. Problem solved.
  21. Don't worry about it, this morning I tried to put on jeans over my jeans. (We all have our moments)
  22. The vegetation tool is amazing. You continue to create quality work, as well as provide exceptional support and presence in the community. Thank you Josh.
  23. The kit that is written in MaxScript exports my materials along with the model. However when I went to the textures myself and used the "MakeDDS" converter under the tools directory in the SDK it either finishes or gets nearly finished converting and crashes. Either way it leaves a .dds file which doesn't seem to be working. I have not tried putting the attempted DDS file in the same directory yet. I'll give it a shot and work at it more tomorrow. Thanks for the help. -Porschiey
  24. I believe right now they are still answering questions and providing support on those forums for the time being.
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