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ArBuZ

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  1. The exporter makes it this way: it exports a model to OBJ file (using settings of OBJ exporter used last time) Then it runs obj2phy.exe to convert obj-file to phy-file.

     

    So what exactly do you have? Does obj2phy dos window appears during exporting? Check if you have Obj2phy.exe in scripts\sturtup folder? And check the 3dsmax OBJ exporter settings (just export something to obj one time. Then the exporter will use these settings).

  2. I assume this is basically a mod made with the Value's Source engine right? In that case those 2 dll's is the game. I remember when moding HL your code would go in those 2 dll's and you would never need to mess with the main exe. That's what I remember doing anyway.

     

    I also remember it being massive and a huge pain to ever follow. It's one of those things where you have to really dig into the overall design of the source before you were able to fully understand what the heck they were doing. Plus there were some hacks (they even ID's them in comments as hacks) which didn't help matters any when trying to understand it.

     

    Ah, I see. Thanks for the info Rick. Ive never had deal with Source engine. The game is really nice. And its really interesting to know how are such games made. Will try to dig into it :rolleyes: Gonna take on my miner's helmet and become "Code digger" :lol:

  3. Has anyone looked sdk? I cant figure out where to start look from ;) Server and client are dll's on output. Where is main game files. There is about 4500 source files in the sdk!!! :)

  4. its about world updating. http://www.leadwerks.com/wiki/index.php?title=Worlds#UpdateWorld

     

    If you use framewor.Update() it will call world.Update(Engene::GetSpeed()) for each world. The physics in this case will be frame independent. So for example if your program is out of focus, and then in focus again world.Update() will update physics to correspond the time that the program wasn't active. This means that all forces will be multiplied by the delay of the program. It is like physics didnt stop while the program is suspended. I hope that I explained it clear ( Sorry for my English :))

    If you call world.Update(1) then physics will "stop" when the program is suspended. After you're in focus again the physics will just continue as it was.

     

    As I understand its made for physics to be frame rate independent. But from my little experience, I figured that its not suitable in most cases.

  5. Hi!

    I think Ive found the problem.

    In Frward() you record body velocity. But in Rewind() you Set body force. Replace it to SetBodyVelocity() and it should work.

     

    [Edit]

    And also you should replace

    frameWork.Update()

    to:

    frameWork.main.world.Update(1);
    frameWork.background.world.Update(1);
    frameWork.transparency.world.Update(1);
    

     

    If you call just frameWork.Update() it will work as Rick mentioned.

  6. Its very nice and interesting concept!!(underwater game). I remember there was a game Deep Fighter. It was very exciting.

    Looking forward to see more on this. Nice music btw. Though its more space then aqua :)

  7. IK is just a method (technique) to animate your model. In sense of creating animation in 3d modeling program it has nothing to do with AI.

    There are just two basic animation techniques in 3d modelling/animating world of tools. Forward Kinematics and Inverse Kinematics. In first way when you're moving Parent the child goes with parent, and if you animate child it doesn't affect the parent. In the second way (IK) the child movements determines the parent(s) positions and rotations.

     

    In our case in 3ds max or any other program you can use any way of animating methods. In the end the exporter will collapse all animation, i.e. All animated objects will have keyframes in each frame. It just like move animation slider and record all positions and rotations of all exported objects(bones) in each frame.

     

    That what Lumooja is talking about is the way that you can create animation on the fly in game based on physics, AI, and other factors. (Hope I wrote this sentence right :) )

     

    [EDIT]

    Ah, I forgot to say, If 3ds max is your primary tool for creating assets, then I can assure you that you will not have any problems with exporting your models if you will use my Leadwerks tools for 3ds max :D It supports almost everything. And if you will find any missing useful feature, I'll try to add it.

  8. Hi! Sorry for double post, but by mistake Ive posted it in C++ section and as I expected I haven't received any answer.

    I think only Josh can take care of this. But he is must be busy now and doesn't visit that forum section.

    Its strange that still nobody have met such problem.

    This problem even exists for scene entity.

     

    Please forgive me for second same post. But I really need some work around on this problem. Thanks in advanced.

     

     

    Here is the problem:

     

    If I have an object (for example Cube called "mesh") parented to some other object (another cube called "ground"). In main loop I make ray-cast (camera pick). The both cubes are visible and they are visible for ray-cast.

     

    Now I hide the cube "mesh" (the child). And it is still visible for ray-cast!!!

     

    I want to hide different parts of some model, and make this parts unavailable for ray-casting, but the rest of the model should be visible and available for ray-casting. And the Scene entity - is a parent of all entities, so I cant hide any scene child from ray-cast.

     

    As I understand this problem is consequence of new octree culling system in the engine. But I really need the way as raycasting worked before. Or I will need to do a lot of tricks to make things to work.

     

    Here is simple example of the problem.

     

    Space - hide the cube. In main loop I make raycast each loop and display the name of picked entity.

    //      ====================================================================
    //      This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard
    //      Written by Rimfrost Software
    //      http://www.rimfrost.com 
    //      ====================================================================
    
    #include "leo.h"
    using namespace LEO ;
    
    int WINAPI WinMain( HINSTANCE hInstance,
                                           HINSTANCE hPrevInstance,
                                           LPSTR lpCmdLine,
                                           int nShowCmd ) 
    {
           Engine engine( "VectorTest", 800, 600 ) ;
           Engine::SetAbstractPath( "C:/Leadwerks Engine SDK" ) ;
           Engine::SetFilters() ;
    
           World world( CREATENOW ) ;
           if( !world.IsValid() ) 
           {
                   MessageBoxA(0,"Error","Failed to create world.",MB_OK);
                   return engine.Free() ;
           }
    
           Buffer gbuffer( Engine::GetWidth(), Engine::GetHeight() );
    
           Camera camera( CREATENOW );
           camera.SetPosition( 0, 0, -2 );
    
           Material material("abstract::cobblestones.mat") ;
           Cube     mesh( CREATENOW ) ;
           mesh.Paint( material ) ;
           mesh.SetKey("Name","Cube");
    
           Cube ground( CREATENOW ) ;
           ground.SetScale( 10, 1, 10 );
           ground.SetPosition( 0, -2, 0 );
           ground.Paint( material ) ;
    
           mesh.SetParent(ground);
           DirectionalLight light( CREATENOW ) ;
           light.SetRotation( 45 , 45, 45 );
    
           Source source;
    
           //myClass myC("abstract::gunshot.ogg");
           //myClass myC2("abstract::reload.ogg");
    
           std::string name="";
           TVec3 pos;
           Pick picked;
    
    
           // Game loop
           while( !Keyboard::I****() && !Engine::IsTerminated() )
           {
                   if( !Engine::IsSuspended() ) // We are not in focus!
                   {
                           pos=Mouse::GetPosition();
                           pos.Z=50;
                           if (camera.GetPick(picked,pos))
                           {
                                   name=GetEntityKey(picked.entity,"Name");
                           }
                           else
                                   name="";
    
    
                           if (Keyboard::I****(KEY_SPACE))
                           {
                                   if (mesh.IsHidden()) 
                                           mesh.Show();
                                   else
                                           mesh.Hide();
                           }
    
                           // Rotate cube
                           //mesh.Turn( Vec3( 0.5f*AppSpeed() ) ) ;
    
                           // Update timing and world
                           Engine::UpdateTime();
                           World::Update( Engine::GetSpeed()) ;
    
                           // Render
                           gbuffer.Set();
                           World::Render() ;
                           Engine::GetBackBuffer().Set() ;
                           World::RenderLights(gbuffer);
    
                           // Send to screen
                           Draw::Text(0,0,"%s",name.c_str());
                           Engine::Flip(0) ;
                   }
           }
    
           // Done
           return engine.Free() ;
    }
    

  9. If I have an object (for example Cube called "mesh") parented to some other object (another cube called "ground"). In main loop I make ray-cast (camera pick). The both cubes are visible and they are visible for ray-cast.

     

    Now I hide the cube "mesh" (the child). And it is still visible for ray-cast!!!

     

    Its not a big problem in the example. But I want to hide different parts of some model, and make this parts unavailable for ray-casting, but the rest of the model should be visible and available for ray-casting.

     

    As I understand this problem is consequence of new octree culling system in the engine. But I really need the way as raycasting worked before. Or I will need to do a lot of tricks to make things to work.

     

    Here is simple example of the problem.

     

    Space - hide the cube.

    //	====================================================================
    //	This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard
    //	Written by Rimfrost Software
    //	http://www.rimfrost.com 
    //	====================================================================
    
    #include "leo.h"
    using namespace LEO ;
    
    int WINAPI WinMain( HINSTANCE hInstance,
    				HINSTANCE hPrevInstance,
    				LPSTR lpCmdLine,
    				int nShowCmd ) 
    {
    Engine engine( "VectorTest", 800, 600 ) ;
    Engine::SetAbstractPath( "C:/Leadwerks Engine SDK" ) ;
    Engine::SetFilters() ;
    
    World world( CREATENOW ) ;
    if( !world.IsValid() ) 
    {
    	MessageBoxA(0,"Error","Failed to create world.",MB_OK);
    	return engine.Free() ;
    }
    
    Buffer gbuffer( Engine::GetWidth(), Engine::GetHeight() );
    
    Camera camera( CREATENOW );
    camera.SetPosition( 0, 0, -2 );
    
    Material material("abstract::cobblestones.mat") ;
    Cube	 mesh( CREATENOW ) ;
    mesh.Paint( material ) ;
    mesh.SetKey("Name","Cube");
    
    Cube ground( CREATENOW ) ;
    ground.SetScale( 10, 1, 10 );
    ground.SetPosition( 0, -2, 0 );
    ground.Paint( material ) ;
    
    mesh.SetParent(ground);
    DirectionalLight light( CREATENOW ) ;
    light.SetRotation( 45 , 45, 45 );
    
    Source source;
    
    //myClass myC("abstract::gunshot.ogg");
    //myClass myC2("abstract::reload.ogg");
    
    std::string name="";
    TVec3 pos;
    Pick picked;
    
    
    // Game loop
    while( !Keyboard::I****() && !Engine::IsTerminated() )
    {
    	if( !Engine::IsSuspended() ) // We are not in focus!
    	{
    		pos=Mouse::GetPosition();
    		pos.Z=50;
    		if (camera.GetPick(picked,pos))
    		{
    			name=GetEntityKey(picked.entity,"Name");
    		}
    		else
    			name="";
    
    
    		if (Keyboard::I****(KEY_SPACE))
    		{
    			if (mesh.IsHidden()) 
    				mesh.Show();
    			else
    				mesh.Hide();
    		}
    
    		// Rotate cube
    		//mesh.Turn( Vec3( 0.5f*AppSpeed() ) ) ;
    
    		// Update timing and world
    		Engine::UpdateTime();
    		World::Update( Engine::GetSpeed()) ;
    
    		// Render
    		gbuffer.Set();
    		World::Render() ;
    		Engine::GetBackBuffer().Set() ;
    		World::RenderLights(gbuffer);
    
    		// Send to screen
    		Draw::Text(0,0,"%s",name.c_str());
    		Engine::Flip(0) ;
    	}
    }
    
    // Done
    return engine.Free() ;
    }
    
    

  10. Hi!

    in LE 2.3 in LEO there was the command Draw::GetFontHeight()

    But now there is not. is there any analog of this command in LEO in another place?

     

    [EDIT:]

    Ah.. Iv found it in LEO::Font class!

     

    Damn, I have to fix my code now. :)

  11. I dont know if it helps, but I can assure you that the exporter for max works perfectly. It supports all features related to exporting process( geometry, animation, skinning, materials, and even more!) And if you will find any usefull feture that exporter doesn't support, I will do my best to implement that feature.

  12. How do you export from 3ds max? I tried to export simple spher via my exporter and via fbx and all works fine. All mapping is correct(it looks like yours) and in the engine it shows correctly. Maybe the texture is the problem?

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