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Gilmer

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Posts posted by Gilmer

  1. Thanks guys for the helps..

     

    So, i saw script by script, and none has this function. I tried change in itself editor the view range, but the problem continue.

     

    Uptdated all files, and try ever again, but same problem.

    The strange is that ever models hidden when I'm in a certain position, until the models that on my side.

  2. No Aggror, i see script by script, and none is be setting this.

     

    I found this function in Wiki: SetWorldCullRange(), but ever time that i execute, resulted in "C Stack Overflow". I deleted the "atmosphere" entity from editor, to set this function in own code. My code is this now:

     

    //	====================================================================
    //	This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard
    //	Written by Rimfrost Software
    //	http://www.rimfrost.com 
    //	====================================================================
    
    #include "engine.h"
    
    void Fxs();
    
    int main( int argn, char* argv[] )
    {
    
    //Resolution
    int width=800,height=600;
    
    Initialize() ;
    RegisterAbstractPath("D:/Projetos/Rally");
    SetAppTitle( "Rally" ) ;
    Graphics( width, height ) ;
    AFilter() ;
    TFilter() ;
    
    // Cria FrameWork
    TFramework framework=CreateFramework();
    // Pega Layer da Camera main
    TLayer layer = GetFrameworkLayer(0);
    // Pega Camera principal(main)
    TCamera camera=GetLayerCamera(layer);
    
    //Load Scene - Pista1
    TEntity scene = LoadScene("abstract::pista1.sbx");
    
    // CONFIGURA O CENARIO ##################
    //Camera
    PositionEntity(camera,Vec3(-818,19,832));
    CameraRange(camera,0.1,1000);
    //EntityViewRange(scene,3,1);
    SetWorldCullRange(50,125,500);
    
    
    
    //SkyBox
    SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat"));
    SetBackgroundColor(Vec4(1,1,1,1));
    
    //Lights
    // Direcional
    TLight light=CreateDirectionalLight();
    RotateEntity(light,Vec3(39,159,54));
    
    
    //Luz ambiente
    //AmbientLight(Vec3(0.5,0.43,0.34));
    //EntityColor(light,Vec4(0,0,0,1.5));
    
    Fxs();
    // ######################################
    
    TVec3 camrotation=Vec3(0);
    float mx=0,my=0;
    float move=0,strafe=0.0;
    
    
    // Game loop
    while( !KeyHit() && !AppTerminate() )
    {
    	if( !AppSuspended() ) // We are not in focus!
    	{
    		//FREE LOOK
    		mx = Curve(MouseX()-GraphicsWidth()/2, mx,6);
               my = Curve(MouseY()-GraphicsHeight()/2, my,6);
               MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2);               
               camrotation.X = camrotation.X+my/10.0;
               camrotation.Y = camrotation.Y-mx/10.0;
               RotateEntity(camera, camrotation);
    
    		//MOVE CAMERA
    		move   = Curve(KeyDown(KEY_W)-KeyDown(KEY_S),move,10);
    		strafe = Curve(KeyDown(KEY_D)-KeyDown(KEY_A),strafe,10);
    		MoveEntity(camera,Vec3(strafe,0,move));
    
    
    		// Update timing and world
    		UpdateAppTime();
    		UpdateWorld(AppSpeed()) ;
    
    		// Render
    		UpdateFramework();
    		RenderFramework();
    
    		// Send to screen
    		Flip(0) ;
    	}
    }
    
    // Done
    return Terminate() ;
    }
    
    void Fxs(){
    //GodRays
    SetGodRays(1);
    
    //HDR
    SetHDR(1);
    
    //Bloom
    SetBloom(1);
    
    //SSAO
    //SetSSAO(1); 
    
    //AnitAliasing
    SetAntialias(1);
    
    //Vegetation Shadow
    SetVegetationShadowMode(1);
    
    }
    
    

  3. hmm..i understand..

    i will test this about the road scripr, because is making the lot diference in the FPS.

     

    Now, about the camera, i test this command, it compile, but continue to dont work, the models hide in a certain distance from camera to some model, that i dont know what is.

     

    Thanks lumooja

  4. Hello, im trying load the scene in c++, but im having the following problem. The models auto disappear. If i pass with the camera in a certain limit, all models, that are not vegetation, disappear. I was directly changing the file .sbx, and realized that when have few models, the problem is less, but if have lot models, the problem is greater.

     

     

    My code is this:

     

    //	====================================================================
    //	This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard
    //	Written by Rimfrost Software
    //	http://www.rimfrost.com 
    //	====================================================================
    
    #include "engine.h"
    
    void Fxs();
    
    int main( int argn, char* argv[] )
    {
    
    //Resolution
    int width=1680,height=1050;
    
    Initialize() ;
    RegisterAbstractPath("D:/Projetos/Rally");
    SetAppTitle( "Rally" ) ;
    Graphics( width, height,32 ) ;
    AFilter() ;
    TFilter() ;
    
    // Cria FrameWork
    TFramework framework=CreateFramework();
    // Pega Layer da Camera main
    TLayer layer = GetFrameworkLayer(0);
    // Pega Camera principal(main)
    TCamera camera=GetLayerCamera(layer);
    
    //Load Scene - Pista1
    LoadScene("abstract::pista1.sbx");
    
    // CONFIGURA O CENARIO ##################
    //Camera
    PositionEntity(camera,Vec3(-818,19,832));
    //CameraRange(camera,0.1,1000);
    
    
    
    
    //SkyBox
    SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat"));
    SetBackgroundColor(Vec4(1,1,1,1));
    
    //Lights
    // Direcional
    TLight light=CreateDirectionalLight();
    RotateEntity(light,Vec3(39,159,54));
    
    
    //Luz ambiente
    //AmbientLight(Vec3(0.5,0.43,0.34));
    //EntityColor(light,Vec4(0,0,0,1.5));
    
    Fxs();
    // ######################################
    
    TVec3 camrotation=Vec3(0);
    float mx=0,my=0;
    float move=0,strafe=0.0;
    
    
    // Game loop
    while( !KeyHit() && !AppTerminate() )
    {
    	if( !AppSuspended() ) // We are not in focus!
    	{
    		//FREE LOOK
    		mx = Curve(MouseX()-GraphicsWidth()/2, mx,6);
               my = Curve(MouseY()-GraphicsHeight()/2, my,6);
               MoveMouse(GraphicsWidth()/2, GraphicsHeight()/2);               
               camrotation.X = camrotation.X+my/10.0;
               camrotation.Y = camrotation.Y-mx/10.0;
               RotateEntity(camera, camrotation);
    
    		//MOVE CAMERA
    		move   = Curve(KeyDown(KEY_W)-KeyDown(KEY_S),move,10);
    		strafe = Curve(KeyDown(KEY_D)-KeyDown(KEY_A),strafe,10);
    		MoveEntity(camera,Vec3(strafe,0,move));
    
    
    		// Update timing and world
    		UpdateAppTime();
    		UpdateWorld(AppSpeed()) ;
    
    		// Render
    		UpdateFramework();
    		RenderFramework();
    
    		// Send to screen
    		Flip(0) ;
    	}
    }
    
    // Done
    return Terminate() ;
    }
    
    void Fxs(){
    //GodRays
    SetGodRays(1);
    
    //HDR
    SetHDR(1);
    
    //Bloom
    SetBloom(1);
    
    //SSAO
    //SetSSAO(1); 
    
    //AnitAliasing
    SetAntialias(1);
    
    //Vegetation Shadow
    SetVegetationShadowMode(1);
    
    }
    
    

     

    Anyone had the same problem? i dont know what do.

  5. Thanks for the answer Aggror. I did not copy the old script. I deleted and did update to see if occurs with the new script, and the result is the same.

     

    The script of viperscout.lua is this, i dont know because not's working..

     

    require("scripts/class")
    require("scripts/loop")
    require("scripts/math/math")
    
    local class=CreateClass(...)
    
    function class:CreateObject(model)
    local object=self.super:CreateObject(model)	
    
    function object:UpdateMatrix()
    	self:UpdateTires()
    end
    
    function object:UpdateTires()
    	local speed
    	for n=0,3 do
    		if self.tire[n]~=nil then
    			self.tire[n]:SetMatrix( self.vehicle:GetTireMatrix(n) )
    			if self.emitter[n]~=nil then
    				self.emitter[n]:SetMatrix(self.vehicle:GetTireMatrix(n))
    				self.emitter[n]:Pause()
    				if self.vehicle:TireIsAirborne(n)==0 then
    					speed = math.abs(self.model:GetVelocity(0).z)
    					speed = (speed - 4) / 20.0
    					speed = Clamp( speed, 0, 1 ) * 0.1
    					if speed>0 then
    						self.emitter[n]:Resume()
    						self.emitter[n]:SetColorf(1,1,1,speed)
    					end
    				end
    			end
    		end
    	end
    end
    
    local pivot
    local suspensionlength=0.2
    local springconstant=20.0
    local springdamper=150.0
    
    object.vehicle=CreateVehicle(object.model)
    object.tire={}
    object.emitter={}
    
    object.turret=object.model:FindChild("turret")
    
    pivot=object.model:FindChild("tire1")
    if pivot~=nil then
    	tireradius=pivot.aabb.h/2.0
    	object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper)
    	object.tire[0]=LoadMesh("abstract::vehicle_viperscout_tire_left.gmf",model)
    	pivot:Hide()
    end
    
    pivot=object.model:FindChild("tire2")
    if pivot~=nil then
    	tireradius=pivot.aabb.h/2.0
    	object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper)
    	object.tire[1]=LoadMesh("abstract::vehicle_viperscout_tire_right.gmf",model)
    	pivot:Hide()
    end
    
    pivot=object.model:FindChild("tire3")
    if pivot~=nil then
    	tireradius=pivot.aabb.h/2.0
    	object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper)
    	object.tire[2]=LoadMesh("abstract::vehicle_viperscout_tire_left.gmf",model)
    	pivot:Hide()
    end
    
    pivot=object.model:FindChild("tire4")
    if pivot~=nil then
    	tireradius=pivot.aabb.h/2.0
    	object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper)
    	object.tire[3]=LoadMesh("abstract::vehicle_viperscout_tire_right.gmf",model)
    	pivot:Hide()
    end	
    
    object.emitter={}
    object:UpdateTires()
    
    if world_transparency~=nil then
    	if world_main~=nil then
    		SetWorld(world_transparency)
    		for n=0,3 do
    			if object.tire[n]~=nil then
    				object.emitter[n]=CreateEmitter(50,4000,Vec3(0,1,0),0,object.tire[n])
    				object.emitter[n]:SetPosition(Vec3(0,-object.tire[n].aabb.h/2.0,0))
    				object.emitter[n]:SetParent(model,1)
    				object.emitter[n]:SetRadius(1,8)
    				object.emitter[n]:SetWaver(1.0)
    				object.emitter[n]:Paint(LoadMaterial("abstract::roaddust.mat"))
    				object.emitter[n]:SetRotationSpeed(0.1)
    				object.emitter[n]:Pause()
    			end
    		end
    		SetWorld(world_main)
    	end
    end
    
    object.model.buoyant=0
    object.model:SetKey("collisiontype",COLLISION_PROP)
    object.model:SetKey("mass",1.0)
    object:UpdateTires()
    end
    
    

  6. So Richard, thanks for the help. The line that i commented, are in line 92 in the "vehicle_viperscout.lua". And the materials, are in "Materials\Effects\Particles"..

     

    This is strange, because in previous versions, are working normally...

  7. i agree with you Pixel..who are working with version 2, will need stop the work in the project half, just to wait the release of version 3?

     

    And a little observation, we are talking about little fix, like save objects scalled and undo button, i think a little wrong wait a year, just to fix this..

     

    this is just my opnion.. :)

  8. I doubt too. I know that he will not release a new version, only with this fix...but i ask because passe six months after the last post, and still dont have this option in editor, and is a features that everthing Editor need have..

  9. Why after update to 2.4 version, dont's emitting particles in vehicle? For sample, in 'vehicle_viperscout.lua', if i put:

    object.emitter[n]:Paint(LoadMaterial("abstract::roaddust.mat"))

    It dont show the particles, in previous versions showed:

    http://i55.tinypic.com/2wci3vs.jpg

     

     

    Now, if i change to:

    object.emitter[n]:Paint(LoadMaterial("abstract::dust.mat"))

    It show, but dont get the terrain color.

    http://i53.tinypic.com/34eevzo.jpg

     

    The materiais is:

    roaddust.mat:

    texture0="abstract::smoke.dds"
    depthmask=0
    blend=alpha
    zsort=1
    
    shader="abstract::particles.vert","abstract::particles.frag"
    

     

     

    dust.mat:

    texture0="abstract::smoke.dds"
    depthmask=0
    blend=alpha
    zsort=1
    
    shader="abstract::particles.vert","abstract::particles_roaddust.frag"
    

  10. Hello, im with the following problem with the exporter. I created a model in 3ds max, and i has used bones, dummys and IK Chains. And in the model, i has used skin modifier. But, when i export, i can see in model viewer, that two legs from my model, is rotated to up. With this, distort the model legs.

     

    This image is the model in 3ds max:

    http://i36.tinypic.com/4g4utd.jpg

     

    And this, is the model em model viewer:

     

    http://i37.tinypic.com/2zh46bn.jpg

  11. Hello, im working with links in editor, and im with the follow doubt. When i link the nodes, like the image1, it accept, but if i link the node2 with node6, it broke the link between the node2 and node3. The node2, i can't link with the nodes 1,3,5 and 6 at same time. Into the editor, have anyway to make this? I can change the link system to EDITOR and not in the script?

    post-313-035055500 1282310934_thumb.jpg

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