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Everything posted by Gabriel
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Hello, I have a small question, I have an animated object "a horse with some animations, idle, run, etc. .." this animation is at position (0,0,0). l like to know there is a way to merge two animation, first animation of my horse and animation of a bone (one bone) with only position and rotation? thank you for your help? Gabriel
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Oups sorry and thank ;-)
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i try to get in Lua script my instance name with GetKey("name") but return a nil value ... function class:CreateObject(model) local object=self.super:CreateObject(model) AppLog(object.model:GetKey("name")) -- <-- return nil ? ... object.model:GetKey("position") work ! how to get my instance name ? PS: in file Class.lua at function object:GetKey as no process for the key "name"!
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How long will LE3D available? There is a beta? Where can I download it: D? Thank
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I had never programmed in LUA, I thought I LUA or Basic was the same. I'm stupid to believe it ^ ^ I bought a book on Lua and is more than a vulgar BASIC interpreter, I just found an incredibly powerful language, but not enough restrictive. I say this because I found a solution to my problem and also with the help of "macklebee" and as I would like to benefit everyone, here is how I solved my problem: Piste = {} -- as global local function FindEntityByName(name) for model in iterate(CurrentWorld().entities) do if name == model:GetKey("Name") then return model end end return nil end local function GetSurfaceCouloirByName(ModName) local ModPiste=FindEntityByName(ModName) assert(ModPiste~= nil,"pas trouvé de piste "..ModName.." dans la scène") local MeshPiste=ModPiste:FindChild("U3D_STATIC_MESH") assert(MeshPiste~= nil,ModName.."trouvé mais pas de mesh portant le nom U3D_STATIC_MESH") local NSurfacePiste=MeshPiste:CountSurfaces() assert(NSurfacePiste > 0,ModName.."->U3D_STATIC_MESH n'a pas de surface !!!") local SurfacePiste=MeshPiste:GetSurface(1) return SurfacePiste end local function StorePathToTable(NonPiste,Surface) local CntVertice = Surface:CountVertices() assert(CntVertice > 0,"la surface n'a pas de vertice ! <StorePathToTable(Surface)>") Piste[NonPiste] = nil Piste[NonPiste] = {} Piste[NonPiste][0] = Vec3(0) for i = 1,CntVertice do Piste[NonPiste][i] = Surface:GetVertexPosition(i) end end local function ShowPathList(NomPiste) local t = Piste[NomPiste] local lt = #Piste[NomPiste] - 1 AppLog(lt) for i = 1,lt do AppLog(t[i].x) end end function class:CreateObject(model) local object=self.super:CreateObject(model) AppLog("Begin------------------------------") local TheSurface = GetSurfaceCouloirByName("Cou1") StorePathToTable("Piste1",TheSurface) ShowPathList("Piste1") AppLog("End ------------------------------") ;-) thank for all Gabriel
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ok, but how can I manage that?, in my case, I use the script of models, for example when I place an object on the scene with the editor, I want this object if there is an object in the scene with which it can interact. In this way the only thing I have to do is execute the loadScene ("myscene") and the rest is automatic as in the editor.
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Hello, I wish I had access to all objects in my scene with the script editor (mesh,surface ...) I tried this: function class: CreateObject (model) local object = self.super: CreateObject (model) e = CurrentWorld().Entities f = FindChild (c, "couloir01_2") <- "EXECPTION_ACCESS_VIOLATION" ...... Between me and my editor, there is no way to talk about it continually meets EXECPTION_ACCESS_VIOLATION. I'm trying to open dialogue, but nothing;-) someone has an idea to reconcile myself with my editor?
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ok normally, i try next mount to run your game engine on Xp Embeded and I'll tell you if it runs well
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XP Embedded is all like windows XP, but very ease to mobile platform, we are developing on this platform game designed for game room or casino. our products is a bit like atari or sega consoles, but more advanced (two touch screens 23 and 47 inch). Good night ;-) yeah here it was already night Gabriel
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LE2.5 work on Windows Xp Embedded ?
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try with static int _cdecl NetUpdate(lua_State* L) { ... } May be that the name convention is not recognized by Lua! In "C + +" all are decorated like @@foo(ZER_@) but not in "C" Can you tell me if it works like that? I'm interested;-) Gabriel
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Hi macklebee It works great , But I thought it would give me the "TEntity" with GetTarget function :-( i think it gives me the "TModel", type(GetTarget(0)) return "userdata" could you tell me how to retrieve the object "TSurface" starting from a model? Thank you for your invaluable help, Gabriel
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Ok i try again your code in my object Many thanks for your help
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Hi macklebee Oup you are right, the smilies was ironic, but you guessed it. The application does not find the links and then goes 8 times by the MessageBox ("pfff"). I tried your solution, if you are right then I think the event "UnlockKey" come too soon! In the tutorial, I see that using this method in an event "Update", so I do have'm also without success :-( To overcome this problem, I try another method "GetChild" which works perfectly in "C / C + +" because I instantiate the object "scene". example: TEntity LoadScene scene = ("abstract:: test.sbx"); Entity = cheval1 FindChild (scene, "ch1"); " But in Lua in my model, I do not know how to have access to the object "scene", I even assumed that the parent object was the scene, but in return I have a nice access violation: - ( Is there an event for the end of the creation of the scene? If you have an idea it is welcome.
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Hello I have few object in my scene, and i link the Horse1 with Horse2 with Link(0) I try with this code and the responce stay the same "not linked" :% function class:CreateObject(model) .... for n=0,7 do chemin = model:GetTarget(n) if chemin == nil then Notify("Not Linked") else Notify(";-)") end end .... the responce stay the the same :-) Not Linked,Not Linked,Not Linked,Not Linked,Not Linked,Not Linked,Not Linked Please Help me ;-) Gabriel
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humhum, je dois bien avouer que ce n'est pas très claire, même pour moi google traduction
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Hello, Someone explain to me why this code does not work completely? function class:CreateObject(model) local object=self.super:CreateObject(model) local timer1 = 0 local ani = AnimStart local source1 = CreateSource(sound1) function object:SetKey( key, value ) --Notify(key , " - " ,s value) if key=='animationseq' then v=tonumber(value) if v>=0 and v <=15 then AnimationSeq=v AnimStartNext = AnimationStart[v] AnimEndNext = AnimationEnd[v] --Notify(AnimStartNext) --Notify(AnimEndNext) else Notify("Valeur animation 0-15") end end if key=='animationspeed' then v=tonumber(value) if v>=0.01 and v <=3 then AnimationSpeed = v else Notify("Valeur pous animation Speed 0.01-3") end end end ..... To be more precise it works, but I feel that the function does its ancestor called over the scene. When I fontion SetKey how everything returns to normal but if the property but not much changed in the basseclass. PS: LUA code is associated with a 3D object gift I wish I could change some properties. Gabriel
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Curious about absent Maximize application function.
Gabriel replied to enablerbr's topic in General Discussion
Hi, use this : HWND hwnd =FindWindow("BlitzMax GLGraphics",AppTitle); ShowWindow(hwnd,SW_SHOWMAXIMIZED); AppTile is the name by default is "" or use SetAppTitle( AppTitle ) ; befor Graphics(..,..); ;-) Gabriel