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Posts posted by klepto2
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Could it be that your PC is is turned on for a long time? If yes, that may be the reason as AppSpeed is calculated through the pc timings and this will overflow and turn negative after a while (multiple days).
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the latest extension dll (release and debug build). I have integrated the latest Terrainfunctions. I will provide a header later this week.
If will update the asset upload when the headers are ready.
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I will upload a new dll with these 2 new extension tomorrow. Unfortunatly i don't have time today, to test it properly. So i need till tomorrow.
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If you compile it with the latest version (up to date bmx module) all fixes of the delivered dll should be included in the extended dll as well.
Only completely new functions might be missing, but this should be easy to fix.
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Without using bmx it will be impossible as the required functions are not exposed. But for bmx here is the part of code from my extended dll which handles the TileVisibility.
Located in EX_Sceneloader.bmx from this package http://www.leadwerks.com/werkspace/files/file/289-extension-dll-source-release/ :
If Int(String(map.ValueForKey("hiddentiles"))) > 0 Local vfile:String = StripExt(SBXReadFile) + ".vis" Local vstream:TStream vstream=ReadFile(vfile) If vstream If vstream.size()=terrain.resolution*terrain.resolution Local x:Int Local y:Int For x=0 To terrain.resolution-1 For y=0 To terrain.resolution-1 terrain.SetTileVisibility(x,y,vstream.ReadByte()) Next Next 'vstream.readbytes(terrain.newtonHeightFieldCollisionTag.m_attributes,terrain.resolution*terrain.resolution) terrain.UpdateVisibilityTexture() Else AppLog "Visibility file is wrong size.",APPLOG_WARNING EndIf vstream.close() Else AppLog "Failed to load file ~q"+vfile+"~q.",APPLOG_WARNING EndIf loader._progresscount:+1 EndIf
You might find other useful info in the dll source like manual vegetation painting etc.
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As long as you are not using seperate contextes for each thread and use shared memory there is no way making it threadsafe.
@metatron: As far as i remember your mt sample was based on loading the meshes seperatly before loading the scene in another thread. And due the instanced nature of le this might have worked. But as soon as you load a new mesh outside the mainthread le/opengl will crash and this has nothing to do with mutexes.
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Hi,
for more info you should checkout Josh's Blog .
And as far as I Know the ETA is not so far as it seems.
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Yeah, looks cool.
Yeah I was pretty surprised. Surely there must be a reason and plan for this. Wonder what?
Well,one reason may be that XNA uses .x and .fbx as standard model format and
another reason might be a plan to support fbx in wpf applications. (which would be nice, as you currently need to convert it to xaml)
[edit]
Just found this: http://www.gamedev.net/topic/628893-graphics-tools-in-vs-2012/
So it also contains a dds editor and a node base shader editor for hlsl.
The fbx editor can also load collada and .obj files, which can be saved in fbx. So if you have a msdn account you get a fbx converter for free.
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It was meant to give the line a thickness. As far as I know the radius parameter was never finished and working.
A sample: Lets take a rocket with a radius of 10 cm, if you check the impact with this linepick method the rocket may leak through tiny holes < 10 cm.
If you add the radius it accuratly dtonate at eg the crack on a wall.
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Hi Josh,
just for your information. I have succesfully build a static module (no dll needed anymore) with the latest source of scintilla. I just need to get access to a mac to get the mac part working. Hopefully i can get it.
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Unfortunatly the waterplane is handled internally and the script only uses the framework commands for the water.
But as we can access the world and cameras of the specific layers it might be possible to port the DrawReflection code to lua. One problem might be the background rendering, as the skybox is handled also internally we need to render everything like the normal render which may lead to performance issues.
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Hi,
how about exposing the various buffers from the Framework to lua? I was thinking about this feature last evening while porting my scattering code (bmx) to lua and checking out shadmars ocean shader (which is really awesome).
What would be the benefit of this feature:
- scripts and shader built outside of the framework may access these buffers
- different shaders can work together (eg: currently shadmar uses a cubemap to simulate the reflection, this breaks a working combination of mine (scattering shader) and the ocean shader.
What may solve this:
- Expose the different buffers to lua
- Expose functions which can produce reflections independent from the framework water
I don't know if this feature is realistc, but i think it might be essential for combined user defined environment scripts.
thx in advance
klepto2
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You need at least a Control instead of the Full Window. Take the one suggested by Aggror or check mine included in here:
http://www.leadwerks.com/werkspace/files/file/242-extensions-for-lenet-including-samples/
Both controls are original for Windows.Forms so you have to wrap it into a WindowsFormsHost. But be aware, mixing Forms and WPF has multiple downsides. An alternative maybe sharpGL which has a native WPF OpenGL Control. I haven't tried it yet, but it may work.
Hope this helps. If not, feel free to contact me via PM.
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- mesh based emitters
- trail particles
- events (particle died, particle born, etc..)
- multiple emitter areas (spherical, square,...)
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I believe the advanced version is just not yet uploaded. Currently there are just the "one mesh" versions.
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Hi,
I'm using a base texture (the correct colormap) which fits the entire terrain. Then I add different texture layers with blend 0 to achieve details. This way you can have details for cliffs, sand or mud.
You can see it a bit here: http://s2.photobucket.com/albums/y48/klepto2/?action=view¤t=moddablechar-gmf.jpg
I will post a more detailed screen later.
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Hi,
I'm currently preparing the models for easy use in Leadwerks. I will share the result with Arteria3D and so a GMF-Pack will be available soon as well.
Some screens from yesterday:
I already fixed the materials to contain normals and specular. Next I need to find a useful way to split the meshes into individual ones. The UU3D converter just makes different surfaces and has no option to generate seperate meshes instead. The second image is done with a hack in Blitzmax where i modify the surface arrays in the TMesh class internally.
Some statics, as some of you asked for them:
Animations: 64 different animations + 2 Tposes
103 different parts.
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Hi,
I don't believe it is a win7 thing. This is more related due the debug mode in bmx, But this is normal behaviour. In other languages this may not behave like this with LE, but thats because most languages use a release dll of leadwerks with no debug info at all where you use a real debug version of LE in bmx automatically.
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Are you using Roads?
If yes, there was a bug with NVidia Driver and the Leadwerks Roads. To get rid of this problem you might need to install the latest beta driver from nvidia.
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Could you post the part of the log where the texture load is listed, also the code where you set the abstract path and load the texture (alternatively the material file)
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TFormPoint(position,srcentity,null) should do the trick.
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Here
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I don't know AC3D, but it looks as you set the texture scale in it. Leadwerks, doesn't handle texturescales, instead you need to to adjust the UV coords of your model to match the desired look.
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thats odd... i cannot get mine to crash at all... i get the typical warnings but no crash even with a fresh install.
have any of you guys tried to create a small road scene yourselves to see if it will crash for you? here is just small road test i slapped together and i am curious if it crashes for you:
I have created one by myself and also tested yours now, and both lead to a crash. Some nice addition, if you create a new scene from scratch, you can build roads and they are ok. If you then load a map containing roads, the map itself loads, but the roads are not visible. A "Rebuild Roads" makes the roads visible again.
I believe it may have something to do with the serialisation of the roads, this seems to be corrupt.
Edit: The previous empty scene works just for some maps like the one posted by macklebee. The desert_highway.sbx still crashes but not that early as before.
What are you working on :
in Showcase
Posted
Hi,
I'm working on a full c++/lua-api comaptible .NET Wrapper for Leadwerks 3.
Screenies:
I'm also working on some shaders (no screens yet) and some small scripts. Also I'm currently trying to get used to the Graphite Terrain Engine (Grome 3).