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gordonramp

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Everything posted by gordonramp

  1. Macklebee, To be fair, having a Demo is so that potential Users 'can' get a feel for the program. There is a big difference between a 60" tv and a piece of software. That's why games have Demos, to give people a taste of the whole thing. mikedee, Apparently there is a demo of version 2.3 coming out in about a month. That should give you a better idea if the Leadwerks Engine is for you. And yep, I think these Forums are great.
  2. I have the same monitor settings as yourself at 800x600 but havn't noticed that issue.
  3. Yeah, I discovered the scene name was misspelt . Anyway, it is showing up now but of course I can't look around because my next mountain to climb is to get some controller code working. Mouselook and movement. I've tried adapting from the fpscontroller.lua code but what I have just produces errors.
  4. No difference, I've tried shifting the camera too. I'm wondering if the scene is even loading. There's no mention of it in the log. Update: This works.
  5. --Register abstract path RegisterAbstractPath("") --Set graphics mode if Graphics(1024,768)==0 then Notify("Failed to set graphics mode.",1) return end world=CreateWorld() if world==nil then Notify("Failed to initialize engine.",1) return end gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),1+2+4+8) camera=CreateCamera() camera:SetPosition(Vec3(0,0,-2)) light=CreateSpotLight(10) light:SetRotation(Vec3(45,55,0)) light:SetPosition(Vec3(5,5,-5)) scene=LoadScene("abstract::tunnels.sbx") light=CreateDirectionalLight() light:SetRotation(Vec3(45,45,45)) while AppTerminate()==0 do UpdateAppTime() world:Update(AppSpeed()) SetBuffer(gbuffer) world:Render() SetBuffer(BackBuffer()) world:RenderLights(gbuffer) DrawText(UPS(),0,0) Flip(0) end I'm trying to load a scene in Lua outside of the Editor with the Lua Engine. With this code, no errors occur but I'm unable to see the scene. Any suggestions why?
  6. gordonramp

    12-18-2009

    Seeds are useful. But working examples of how to get .sbx scenes running ouitside of the Editor with the Lua Engine and Blitz Max would be even more useful.
  7. gordonramp

    2.3 Sync

    Have shadows working, did a clean reinstall..
  8. gordonramp

    2.3 Sync

    I'm not getting any shadows, collision is working with the new require("scripts/class") local class=CreateClass(...) but no shadows even though 'Cast shadows..true' is ticked in the properties box.
  9. Unfortunately Aliens are nearly always depicted as the bad guys..
  10. gordonramp

    12-14-2009

    It'll be interesting to see what you prioritize Josh.
  11. That's right, you havn't misread. 50 'Leadwerks Ready' free skies to use in your Commercial and Non-Commercial projects. I made these a couple of years ago with Bryce3D. Some of them are a little psychedelic but they are a lot of fun and I have converted them and decided to share them with the community. 50freeskies.rar Unzip the .rar file to Leadwerks Engine SDK/Materials/Sky then in the Leadwerks Editor make an Environment/Atmosphere object and choose a Sky from the Properties Box. gordonramp.
  12. Hi Mack, Yes, this will play the sound once.. Global sound:TSound = LoadSound("abstract::b_music2.ogg") PlaySound(sound) This will loop it.. Global sound:TSound = LoadSound("abstract::b_music2.ogg") Global source:TSource = CreateSource(sound,SOURCE_LOOP) PlaySource(source) Ta
  13. Hi, I've found LoadSound() and PlaySound() and they work well but there doesn't seem to be a LoopSound() to enable a repeating piece of music. Any ideas on how to achieve this?
  14. Yep, I got it working with cloud01.mat and the results are quite encouraging.. it will need more tweeking but it looks quite useable.. Thanks for the input:)
  15. Ah, so I placed an emitter object in the scene and have played around with the properties but so far havn't got anything that remotely looks like a wall or long ,thick object. Will have another go..
  16. Thanks, I'm looking through the 'Introduction to Particles' tutorial.
  17. Is it possible in the LE. to ceate a Wall of Fog. A fog that you could walk into but not be able to see anything particularly, say just gray. I assume particles would produce something like this. Any ideas?
  18. I'm creating interiors, rooms etc. I'll be trying your pipeline this morning.. Update:.. found the source of my frustration. Firstly I needed to save my .dds files as DXTC5 and then I was naming the .mat file the same as the .gmf file instead of the material. Also I appear to need a different mat file for each material.. Thanks for your help.
  19. Is anyone able to import 3dws maps into the new Editor with textures? If so what is your pipeline? I've been trying all day without success. ie. I can get the map to be there and move around in it but no textures show up. I've tried all sorts of tools including those that come with the 2.3. I've tried making new maps and also using those that imported fine into the old Sandbox. I've used the 3dw2gmf converter and also tried converting through uunwrap3d.
  20. That works too, you're on a roll.
  21. Mack, Your code with collisions is working for me too, thanks for that.
  22. Hi Red.. That code partialy works,no skybox turns up..I also adapted the spinning cube by just adding the LoadScene() command, that also worked, but again no atmospherics. Lumooga.. That's what is needed, a first person example (with and without a gun) that runs in Lua outside the Editor.
  23. Mmm, so there is no Lua example of how to run a scene which has been exported from the Editor No offense but I find that rather strange.
  24. Great to be exploring the new editor. I need something clarified. When I make a scene which is saved as a .sbx file, how do I run that outside the editor? Can I run it with the Lua Engine? I found the spinning cube in Lua but is there any example Lua code to run a .sbx scene.
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