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Roland

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Everything posted by Roland

  1. Why not just a pivot for that as a holder for your GUI code.
  2. Reading all this, I take that the answer on my suggestion is No. Thanks for the info
  3. Thank's a lot Josh for taking the time to elaborate your thoughts on this, and reading that I can fully understand the decision. Here's a suggestion. Could the 5.000$ raised for this be moved over to "The Visual GUI Editor" which then could be financed within the raised amount of Kickstarter. Looking at the kickstarter the cost of The GUI is set to 10.000$. Skipping the 64-Build gives a gain of 5.000$. Some math gives that the project is then 'over'-funded with 42.358$- 30.000$ = 12.358$ which covers the cost of The GUI, still with a reaming profit of 2.358$ reserved for unplanned costs. Wouldn't that be a good idea
  4. I didn't ask for what the advantages or disadvantages are. Think I know them. I asked for the status of the stretch goal
  5. Okay. Thanks. Did not notice that one. However ... really strange to not support that. I mean... come on. How hard can it be to load model.fbx find texture in ./ if texture not found find texture in ./model.fbm end process fbx & textures Well well... At least I know then.
  6. Importing a fbx with embedded textures ends up in a material with empty texture slots. This because when the fbx is unpacked the textures are always placed in a folder called <modelname>.fbm. The material produced assumes that the textures should be in same folder as the fbx-file. Wouldn't this be easy solved by adding a code snipped that looks for the textures in that folder if they cant be found in the fbx folder. Here is some images showing this Here is the model in a modeling program Exported as FBX with embedded textures Drag and drop for import We can see that the material tiles03.mat comes up black (as also the model of course) Checking the material shows that no textures have been added The textures cant be found by the importer as they exist in box/box.fbm. Here I selected them by hand Here is the importers material file tiles03.mat which is faulty. Texture path is wrong and also the shader Here I have corrected this to be as the importer should work And here is the result after the correction
  7. Rick. We agree on that as with my suggestion the input dots shows up on left side, output dots on right side together with the args.
  8. Right now the order of in, out and args in the flowgraph boxes are alphabetical In my humble opinion it would be more easy to have them ordered like this. First inputs Then outputs Last arguments Besides that I repeat what ChrisV said elsewhere. It would be at great help if when you right click on a scripted object in the scene it would center that object, not only in the view ports but also in the flowgraph
  9. The Kickstarter ended up in 42.358$. What's the status of this?
  10. I think it was some kind of indirect phenomena cause by a script error in another place. However it works now. Thanks
  11. Simplicity combined with quality and the best community around makes Leadwerks an easy choice
  12. Flowgraph connections are not saved when map is. http://northwerk.com/videos/le1.mp4 Oh.. by the way. How to embed an external video in the post? In the log file I can see two error lines. No hint about what causing that though. If that is why the connections don't 'load' I can't understand why. Both 'boxes' exists in the Scene hierarchy. Loading texture "D:/leadwerks/Hostile/models/crates/cratesblocks_dot3.tex"... Loading texture "D:/leadwerks/Hostile/models/crates/cratesblocks_spec.tex"... Loading model "D:/leadwerks/Hostile/models/crates/crate_small.mdl" Error: script connection target entity not found. Error: script connection target entity not found. Loading shader "D:/leadwerks/Hostile/Shaders/Lighting/directionallight.shader"... Loading shader "D:/leadwerks/Hostile/Shaders/Lighting/pointlight.shader"...
  13. As for me then. [ = Alt + Ctrl + 8 Do I need to say that I don't use that all the time There is a world outside USA :D
  14. Finally got the LUA GUI working. It has what we need (Edit, Text, Checkbox, RadioButtons, Slider and Buttons ). The style of the fonts and controls I leave to Chris Here's a screenshot.
  15. Will check tonight then. Thanks
  16. http://www.leadwerks.com/werkspace/topic/10753-lua-editor-debug-window-gone/#entry78868
  17. Is there any draw texture function that can tile the texture, or do I have to make a loop drawing my texture to create the effect. Context:DrawTexture does not seem to handle tiling.
  18. Really looking forward to see this. Has more features than my own simple version.
  19. FindChild would work if got the root entity. But how to get that one?
  20. Really nice video Rick. Looking forward to see what's coming next
  21. Thanks Aggror. In fact its said in the documentation. Can't believe I missed that
  22. I just cant get my head around how to use arguments in the FlowGraph. In and Out without arguments is no problem. But how to use the arguments. Adding a argument to the in function is easy enough Script:myFunc( arg )--in -- use arg end But what about the sending side with the out function. As in the documentation below. How should the LUA script for Box3 look like.
  23. Roland

    FlowGUI

    That's cool Aggror. As Chris and I started the Hostile project using LUA only, first thing on my list was to learn LUA as I'm used to C++. To get started I decided to make a GUI and its quite fun to see that what i have done is more or less what you did there, without knowing of your work.
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