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Clackdor

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Everything posted by Clackdor

  1. OK, yeah, looks like I have two problems. I cannot figure out how to reference each of the LOD entities in C++. The animations are only Loaded on to the LOD3 model and not the base, LOD1, or LOD2 models. The other issue I am having is that the LOD3 models is standing on its head when I animate it. I am avoiding Lua. I'm operating on the assumption that everything that can be done in Lua can also be done in C++. Gaining knowledge in C++ is my primary motivation for starting this project. It helps me in my actual bread-winning life. I'm also trying to stay consistent. My other animated model is done entirely in C++. The difference between her and the skeleton model is that I don't need to do the LoadAnimation() command. All of the animations are in a single sequence and already loaded in the base model. Once you release the UU3D files, I may combine all the animations so the skeleton does the same thing for me. The other things I'm toying with in my head is to write my own LOD switching function that just uses the meshes. I just figure that the engine will do it "better".
  2. So, what you are saying is that I'm seeing an LOD model that doesn't have the animations loaded? I would use a command like: LoadAnimation(GetModelLODEntity(object.model,lod), "abstract::"..object.Animations[Anims].fileName ..".gmf" ) I'll have to see if that GetModelLODEntitiy command is valid in C++.
  3. So the vegetation system is more than just a tool to quickly place a large number of models?
  4. I am trying to replace my instances of LoadMesh() in my program with LoadModel() to take advantage of the automatic LOD properties of a model. However, when my character is declared as a Model, the animations no longer work. The model resorts to the T-pose. If the character is declared as a Mesh, then the animations work fine. The Animate() documentation says this: It doesn't seem to be working out for me. I've tried various children of the model for animating and loading the animations.
  5. I'm afraid it needs some refinement before I can release it. I would also need to define some parameters, for instance, its a player controller/animation controller. Should I separate those out? Plus, so many people are quirky about their controller, that I might just consider throwing out there as a code dump for others to edit to fit their needs. But it seems like most developers write their own.
  6. I have 256x256, 1 meter squares, with about that density of trees in my current map (see video). I don't seem to have the problems you are having. Based on that and what Josh said in the other thread: I would submit that there is something wrong with the map or the tree/grass models and instead of spending time on a work-around, attempt to solve THAT problem. First thing I would do is replace all the vegetation models with the ones that came with the LE download.
  7. How big is your map, Rick?
  8. You have a small number of batches, at 20. I have over 200.
  9. Thats a lot of shadow polys. It's weird that you say that the engine is rendering models not in your camera field of view, though.
  10. So the official time line for LE3D is "a few months" ?
  11. Your attitude is not helping your case. I would probably refund your purchase and ban you. Though I am a terrible business person.
  12. I guess I was anticipating that project pages would be for all stages of development. What would prevent you from having a project option for concept, initial development, advanced development, alpha, beta, etc? Why limit to only advanced projects? Sure you could only feature advanced projects, but I think having concepts linked from individuals profiles could be valuable.
  13. I'm so going to be picking your brain over the next 12 months.
  14. Modular building sets are available on a number of 3D content sites. I will probably rely on it heavily once I get into underground level building. In my current level, all of my walls are created with only 2 models. It's a minimalists modular asset.
  15. Video, development blog, screen shots, design document, acknoledgements (ie I have been using zaphos' skeletons, and have received a great deal of input from Rick, mack, and ken.)
  16. I did what Rick did. I will play around with your suggestion, though, Ken. It's not too bad now, except when the character backs right against a wall. I've also moved on to focusing on other gameplay elements and shooting for a first game release this spring. It's sort of a stupid pac-man game that Rick gave me the idea for a while ago, but it does do a good job of exercising the old programming joints and getting used to Leadwerks commands.
  17. Clackdor

    C++ Threads

    Useful thread is useful. I have a better understanding of enum now.
  18. Have you run the installer to make sure you are on the very latest version. There was a fix for a windows exception caused by roads a few weeks back.
  19. This is somewhat fascinating to me. Is the fan the only thing revolving around the origin or is the stand also? What about: TPivot pivot = CreatePivot(); PositionEntity(pivot,Vec3(x,y,z)) // posiiton pivot at center of fan ParentEntity(fan,pivot) TurnEntity(pivot,Vec()); This would cause your green dot center of origin to revolve around the fan. Come to think of it, this might be detrimental to your models with multiple spinny things. But I'll throw it out there anyway.
  20. Can you break the single model into two? If yes. I would do something like this: TModel frame = LoadModel(); TModel fan = LoadModel(frame); // parent fan to frame PositionEntity(fan(Vec3(0,height_of_stand,0); // move the fan model to the height of the stand TurnEntity(fan(Vec3(0,0,turn_speed); // turn the fan What you want to do should be doable. You might need to open your model in a modeling program such as UU3D and make sure that the center of the fan is at the (0,0,0) origin.
  21. So, how do I go about utilizing objects with Lua scripts that I place inside the editor? I've figured out that I can access entities using FindChild(); This lets me position the entities and manipulate them in that manner. How would I associate them with a controller or access the animations written in the .lua file associated with the .gmf. Specifically, I am talking about zaphos' skeleton models. They are my favorite toy right now. It's the first truely complex model I've incorporated into my game. Until now, I have been using the editor to carve out a static scene and then adding all of my dynamic content via C++. This has the unfortunate drawback of making me re-write all of the code in C++ that was already written in Lua. Any other models I've imported, I've had to write code for anyway, so I did it in C++.
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