Jump to content

klepto2

Developers
  • Posts

    854
  • Joined

  • Last visited

Everything posted by klepto2

  1. 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.
  2. Nice work, can't wait to get my hands on it @Scott: If I remember correctly there was Blog from Josh where he describes exactly your idea: http://www.leadwerks.com/werkspace/blog/1/entry-758-back-to-the-art-pipeline/
  3. - mesh based emitters - trail particles - events (particle died, particle born, etc..) - multiple emitter areas (spherical, square,...)
  4. 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&current=moddablechar-gmf.jpg I will post a more detailed screen later.
  5. 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.
  6. 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.
  7. 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)
  8. TFormPoint(position,srcentity,null) should do the trick.
  9. klepto2

    Model Editor

    Very cool, can't wait for 2012. Maybe you can make the suffixes configurable. Maybe a list where you can add or remove suffixes for certain slots.
  10. 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.
  11. 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.
  12. I have tried a clean install and i'm getting the same crash, as soon as there are roads involved *CTD*
  13. Hi, you may found something useful here: http://www.leadwerks.com/werkspace/files/file/289-extension-dll-source-release/ The "EX_TerrainVegetation.bmx" contains functions which shows how to access the layers, add instances and remove instances. With some modification you may figure out how to retrieve the position of a single instance.
  14. The idea is very nice. Some hints from my point of view: - when using blitzmax, you don't need to provide the engine.dll - protect and pak your assets - write your own ingame gui, even if you want to integrate wikipedia, you may do this by manual parsing the page or by using something like Awesomium or Berkelium - i know the models are wip or placeholdes, but try to fix the materials of the palms. texture0="abstract::palm_fronds.dds" texture1="abstract::palm_frondsDOT3.dds" alphatest=1 cullface=0 shader="abstract::mesh_diffuse_bumpmap_sway.vert","abstract::mesh_diffuse_bumpmap_alphatest.frag" shadowshader="abstract::mesh_shadow_sway.vert","abstract::mesh_shadow.frag" - take a look on "Steering Behaviors For Autonomous Characters" at http://www.red3d.com/cwr/steer/
  15. It looks like you mixed global and local positions. As the scan pivot is child of the bot you should use: EntityPosition(scanPivot,true) for receiving the global position.
  16. I doubt he means this I more believe he means a 2 menu items (toolbox and contextmenu) where you can comment/uncomment a bunch of code with just one click. Take a look at Visual Studio where this feature is embedded. (Blide has it as well, also most other IDEs).
  17. Ok, I think i have the reason. if you call renderworld the engine sends the opengl commands to the gfx card. This process is async and glSwapBuffers waits till the gfx card processed all commands. So the real rendering time is total + flip time.
  18. It looks like you're using Fraps. Try to close Fraps and look if the result changes. Fraps inject the OpenGL dll and uses a custom Flip (glSwapBuffer) which may cause some slowdown.
  19. you can still use the extented dll which provides the Vegetation functions. Well, i need to add one which removes a single instance but anything else should work. http://www.leadwerks.com/werkspace/files/file/235-custom-engine-dll-2011-07-17/
  20. Hi, this is the result if you didn't copy the "JointLibrary.dll" into your application folder.
  21. [Edit] Forget it. My Fault. Long time not programmed with Maxgui.
  22. I have messed up the output path for this extensions. But it is included in the Bin/Release/Samples Path. You can use that one. But you also need to include TKOpenGL and the TKOpenGL.GLControl. I will work on documentation next week and have then 3 weeks of freetime to advance with the extensions.
  23. File Name: Extensions for LE.Net (including Samples) File Submitter: klepto2 File Submitted: 23 Jul 2011 File Category: Tools This is an early stage of my Extensions for LE.NET. These Extensions are fully independent of LE.Net but integrate flawlessly. The first release contains 4 Samples and the library binaries. The OOP extension shows how i wll add a pseudo oop layer to LE.NET (Extension methods) More will come soon ( I have holyday for a few weeks and so i have a bit more time to maintain them). All required assemblies should be included, if you find something missing or an error please let me know. I hope this will together with the now official supported .Net headers will push the Leadwerks .Net community into a new era . Click here to download this file
  24. this is a shader bug i postet a short time before in the bugtracker. Open the shader.pak and edit the 'Mesh/mesh_diffuse_fullbright.frag' and remove the line which defines texture 2 so that the file looks like this: #define LW_DIFFUSE texture0 #define LW_FULLBRIGHT include "mesh.frag" Also you need to copy the dlls and AwesomiumProcess.exe from Awsomium SDK into your output folder. Once the official .NET part is finished i will release a full Package with working Samples.
×
×
  • Create New...