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gordonramp

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Posts 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. 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. :huh: I've tried adapting from the fpscontroller.lua code but what I have just produces errors.

  3. 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.

     

    --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(0,1,0))

     

    scene=LoadScene("abstract::tunnels.sbx")

     

    while AppTerminate()==0 do

     

    UpdateAppTime()

    world:Update(AppSpeed())

     

    SetBuffer(gbuffer)

    world:Render()

    SetBuffer(BackBuffer())

    world:RenderLights(gbuffer)

     

    DrawText(UPS(),0,0)

    Flip(0)

    end

  4. --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?

  5. 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.

  6. 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.

    post-35-12606008094946_thumb.jpg

    • Upvote 3
  7. 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 :mellow:

  8. 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?:D

  9. 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.

  10. 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. :D

  11. 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.

  12. 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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