-
Posts
2,953 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Roland
-
-
File Name: ProjectWizard 2.3.1 Beta 4
File Submitter: Roland Strålberg
File Submitted: 08 Feb 2010
File Category: Tools and Utilities
A small update
Fixed a problem with project.rc in the templates
Exe file is not changed
-
File Name: ProjectWizard 2.3.1 Beta 3
File Submitter: Roland Strålberg
File Submitted: 08 Feb 2010
File Category: Tools and Utilities
ProjectWizard 2.3.1 Beta 3
- Fixed an error in gamelib template resource file
- Gamelib is now selectable for windows applications
Make any bugreports here
- Fixed an error in gamelib template resource file
-
That didn't need very sharp eyes, and it popped up 2 big error dialogs when trying to run gamelib example from wizard
And I found a bug in gamelib 0.0.18.0 also which makes it crash (you could hotfix it by copying line 542 (scene.game=this;) as new line before line 541), I'll make a quick fix today.
I dont like loose hotfix files spread around so I rather make a new version and upload it.
Then everyone know what he has.
-
Bug: project.rc is missing #include "resource.h". You can download the correct .rc file from gamelib's resource.rc and use it as project.rc in ProjectWizard.
Thanks Lumooja for your sharp eyes.
Yes ... you told me yesterday and I forgot. I'm an old man
I will make a new upload this evening
-
File Name: ProjectWizard 2.3.1 Beta 2
File Submitter: Roland Strålberg
File Submitted: 07 Feb 2010
File Category: Tools and Utilities
Time for BETA 2 of ProjectWizard
This is fixed
- Fix paths containg spaces
- Remove hardcoded path in some bmax templates, d:\rimfrost\Leadwerks is used instead for $(MediaDir)
- Double characters in paths will become single... as in C:\GrassDir -> C:\GrasDir
- VS2008 console+gamelib add to many files (probably all framewerks files)
- Removed personal logos
- Made some changes for Gamelib together with Lumooja.
Please make bugreports here.
-
o well the download points to this thread
Yes. My fault.
Anyway I plan is to have a new version avaiable today.
And the bug you mentioned is corrected there
Thanks for you input.
-
You could have a look at this wiki sample Making a terrain using L3DT
-
BUG: When I choose VS2008 console+gamelib, it adds all kinds of cpp files, but it must add only gamelib.cpp.
Ok. I guess that 'All Kind Of Files' is the framewerk files.
I will have a look at that one.
-
no problem glad i could help...
also just confirmed something with length of directory names for choosing the location where the project will be created... It truncates the name or removes a letter from a folder whose name is longer than 8 characters... For example, I tried to create my project in 'C:/GrassError/' and it create the project inside a new folder at 'C:/GrasError/' weird...
Aaah. I think I now the reason for that.
Thanks a lot for that info.
-
it appears there are some issues with any paths that have spaces? or anything with longer than 8 characters for a folder name? i am getting weird folders... It will not create a folder in my desktop folder, but it truncates part of my name and creates a new folder with the game directory in it?
Also, when I can get it to create a folder, using the basic bmx, it places this inside the bmx file:
RegisterAbstractPath( "C:/rimfrost/Leadwerks" )
instead of what I said was my SDK folder....
This is because you have hardcoded that into the basic.bmx code instead of using the "$(MediaDir)"
testing the next example...
Edit-- whenever you click the BMAX configuration it only shows LUA and Framework as possible choices. But if select BMAX, then close and reopen the ProjectWizard, it will show BASIC as a possible choice as well.
The rest of the choices appear to work just fine... other than to point out that the bmax examples use framewOrk and not framewErk as listed in the project options...
Thanks macklebee.
Added to my TODO list (see first post in this thread)
-
Hi
A BETA of the new updated ProjectWizard in now avaible in the Download section
You can report errors here.
TODO list for next update (planned for next weekend 6-7 Feb):
- Fix paths containg spaces
- Remove hardcoded path in some bmax templates, d:\rimfrost\Leadwerks is used instead for $(MediaDir)
- Double characters in paths will become single... as in C:\GrassDir -> C:\GrasDir
- VS2008 console+gamelib add to many files (probably all framewerks files)
-
File Name: ProjectWizard 2.3.1 BETA
File Submitter: Roland Strålberg
File Submitted: 31 Jan 2010
File Updated: 31 Jan 2010
File Category: Tools and Utilities
Hi.
Now the BETA version of the updated ProjectWizard for 2.3
is avaiable.
Download and extract into you Leadwerks directory to
replace current ProjectWizard and Templates
You may reports any errors in the forum.
If you want to restore the old wizard
just delete ProjectWizard.exe and the Templates directory
and run an update.
Roland
-
Thanks man. I'll upgrade some day I promise It's just my company purchased this one for me so free is hard to pass up.
Yes. You will soon earn multidollars for you next game and then you can afford VC2010 Ultra Pro deLuxe B)
No problems with keeping the VC2005.
-
Maybe the VS version could be a dialog field, so it wouldn't waste visual space on the Wizard. Then there could be 2005, 2008, 2010 in the dialog list. It would give a more professional touch to LE, since many 3rd party libs are still only available as VS 2005 projects. And since the dialog field takes only 1 line of visual space, there could be also more options:
- Visual Studio 2005
- Visual Studio 2008
- Visual Studio 2010
- CodeLite
- GNU C++
- DevShed C++
- VisualAge C++
- Borland C++
There is plenty of space avaiable, the problem is that my time is more limited.
Ok Rick. Sound that I have to continue support VC2005 just for you them B)
I'll keep it as it was then and there is no VS2010 released so that will have to wait
- Visual Studio 2005
-
My intention is to drop Visual Studio 2005 support in the upcoming ProjectWizard.
If anyone still want to use that old studio they could always use the old Wizard.
Is this Ok... Anyone against ?
-
I followed the Tutorial and yes it works nicely.
Then I made a test with MakeHuman and BHV animations.
I created a male human with MakeHuman and imported
the human into Blender. Then I imported a BHV animation
and attached it to the imported human. Exported the result
to FBX and it works nicely in Leadwerks. Here is the result.
-
I think a better way to fix the MessageBox problem is to set character set: "not set" in the project properties.
Else you run into the same problem with all other Windows functions too.
Yes. Thats will have same effect as MessageBoxA.
So my the sample will then use MessageBox for Windows (compiled non-unicode)
and puts for Console (I might in fact use std::cerr instead).
-
Your LEO, Framework, c++ example complies with an error
1>.\Kattemaksu.cpp(13) : error C2664: 'MessageBoxW' : cannot convert parameter 2 from 'const char [29]' to 'LPCWSTR' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast 1>.\Kattemaksu.cpp(22) : error C2664: 'MessageBoxW' : cannot convert parameter 2 from 'const char [29]' to 'LPCWSTR' 1> Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
I have noticed that also.
Its fixed in my templates
#include "leo.h" using namespace LEO ; #if defined( _WINDOWS ) void ErrOut( const char* pstrMessage ) { MessageBoxA(0, pstrMessage, "Error", 0 ); } int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) #else void ErrOut( const std::string& message ) { puts( message.c_str()); } int main( int argn, char* argv[] ) #endif { // Set graphics mode Engine engine("Example - LEO with Framework",1024,768); if( !engine.IsValid() ) { ErrOut( "Failed to set graphics mode."); return 1; } // Create framework object and set it to a global object so other scripts can access it Framework fw; fw.Create(); if( NULL == fw ) { ErrOut( "Failed to initialize engine." ); return 1; } // Set Lua framework object engine.SetObject( "fw", fw ); // Set Lua framework variable Lua lua; lua.Create(); lua.PushObject( fw ); lua.SetGlobal( "fw" ); lua.Pop( 1 ); // Get framework main camera fw.main.camera.SetPosition( Vec3(0,0,-2) ); Material material( "abstract::cobblestones.mat" ); Cube mesh( CREATENOW ); mesh.Paint( material ); Cube ground( CREATENOW ); ground.Scale( Vec3(10,1,10) ); ground.SetPosition( Vec3(0,-2,0) ); ground.Paint( material ); DirectionalLight light( CREATENOW ); light.SetRotation( Vec3(45) ); while( !engine.IsTerminated() ) { mesh.Turn( Vec3( AppSpeed()*0.5f ) ); fw.Update(); fw.Render(); engine.Flip( 0 ); } return engine.Free(); }
-
Ah, then you sent some old files, and destroyed my fixes
I fixed it in the text files earlier, the exe was unchanged.
You should always compare the latest LE version with your source, since sometimes LE has newer versions.
But I havent sent any files since 2.14, ages ago!
-
It was fixed for the current ProjectWizard also long time ago.
This error exists in the ProjectWizard delivered today.
Tested with a fresh download.
Anyway it will be fixed.
-
Add the file <leadwerks installdir>/CPP/engine.cpp to your project.
There was a change in some headers since the current ProjectWizard
was released which leads to manually adding this file for LEO projects.
This will be fixed in next release of ProjectWizard
-
Hi
One thing I find a bit annoying is that its not possbible
to edit a material inside the editor. It would be great
if one could select an Entity and hit "Edit material"
to bring up the MaterialEditor with the Entitys material file
loaded (or default values if it has no material file).
-
Hi Roland,
Here's my little contribution to your project
program exemple1; {$ifdef FPC} {$mode delphi} {$endif} {$H+} uses Classes, SysUtils, LeadWerks; var Framework: TFramework = 0; Lua: Pointer; Camera: TCamera; Light: TLight; Material: TMaterial; Mesh: TMesh; Ground: Tmesh; begin RegisterAbstractPath('C:\Program Files\Leadwerks Engine SDK'); SetAppTitle('Exemple1'); try // Set graphics mode if Graphics(1024, 768)=0 then Exception.Create('ERROR: Failed to create set graphics mode.'); // Create framewerk object and set it to a global object so other scripts can access it Framework := CreateFramework; if Framework=0 then Exception.Create('ERROR: Failed to create Framework'); if Framework<>0 then begin // Set Lua variable Lua := GetLuaState; lua_pushobject(Lua, pointer(Framework)); lua_setglobal(Lua, 'fw'); lua_pop(Lua, 1); end; Camera := GetLayerCamera(GetFrameworkLayer(0)); PositionEntity(Camera, Vec3(0, 0, -2)); Light := CreateSpotLight(10); RotateEntity(Light, Vec3(45, 55, 0), 0); PositionEntity(Light, Vec3(5, 5, -5), 0); Material := LoadMaterial('abstract::cobblestones.mat'); Mesh := CreateCube; PaintEntity(Mesh, Material, 0); Ground := CreateCube; ScaleEntity(Ground, Vec3(10, 1, 10)); PositionEntity(Ground, Vec3(0, -2, 0), 0); PaintEntity(Ground, Material, 0); Light := CreateDirectionalLight(0); RotateEntity(Light, Vec3(45, 45, 45), 0); // Activate Framework Postfilter Effects //SetAntialias(1); //SetDistanceFog(1); //SetStats(2); //SetHDR(1); //SetGodRays(1); //SetBloom(1); //SetSSAO(1); while (KeyHit(KEY_ESCAPE)=0) and (AppTerminate=0) do begin TurnEntity(Mesh, Vec3(AppSpeed*0.5, AppSpeed*0.5, AppSpeed*0.5), 0); UpdateFramework; RenderFramework; Flip(0); end; except on E: exception do begin Applog(PAnsiChar(' Exception occured ! '+E.message)); end; end; end.
I wonder if there is a difference in FPS between the C++ versions Framewerk/framework ?
Good luck too
PS: i did not test this with delphi, only lazarus/freepascal
Hi
I dont know if there is any difference is FPS between Framewerk/framework.
My best guess is that if there is a difference its very small and can be
ignored. But that's just my guess.
There are currently no plans for supporting Delphi or Pascal in ProjectWizard.
But if you could send a complete sample with project files included I may
add it. My biggest problem here is that I have no knowledge of Delphi.
Roland
-
Thanks a lot for this very instructive video
Great work
Motion Capture Fun
in Game Artwork
Posted
Yes I also really recommend trueBones
I bought their MegaBones (2400 BHV animations) and that will surley cover most weird demands
of animations.
Use Blender to rig and animate. Its quite simple.
- Import your model to Blender
- Import the BHV file
- Parent the model to the Armature and let Blender do the skinning
- Make any needed corrections to the skin
- Export to FBX.