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Posts posted by AggrorJorn
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Does anybody else have water problems? The waterplance renders white, while underwater everything is okay
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I'm replying because I think this feature can be real usefull to many of us. When I use larger models It is hard to position them with the small gizmo.
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I have often thought it would be handy .. atleast when placing mono sounds to see where they would be heard on a map, gets my vote as simple yet useful.
Cool to have your vote as well. Yeah it is pure mono sounds. Like when you are in the area of fire or generator. Not for constant background music.
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I'm guessing it means To Much F*&%ing Information
ah! TMI with an extra F.
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TMFI bro, TMFI
TMFI? Whats that? don't recognize the slang.
When I replay this game I have to say that I'm eager to continue with it again. But I there are other things do at the moment. Would be a fun game to play though. Not to hard to make as well.
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See, it's stuff like this that makes me glad to be using LE B) Frequent updates that address things that we ask for. Thanks Josh!
Totaly agree on that. It keeps the engine and the community fresh and sharpened for more.
Nice updates Josh. What a relief that the class scripts don't expand anymore everytime you exit the game modus or load a project.
Also the copying and opening the properties functions are very nice. It is small things like this that fine tune this engine to a great engine.
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nice work!! slowmotion and your own dog
thats realy cool.
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File Name: Third person camera - ball game example
File Submitter: Aggror
File Submitted: 17 Feb 2010
File Updated: 25 Feb 2010
File Category: C/C++ Code
When I first used Leadwerks, I was trying to make a ball game like Marble blast I never really finished it, but the third person camera is working plus a small demo level. It contains the source code which people can perhaps use.
Please note that this was just a very simple test B) . That means.
- not the best soundtrack
- bad textures on my own models
- you can jump as long as their is collision (which results in climbing up walls))
- no camera collision
#include "engine.h" int ballCollision = 0 ; void _stdcall EntityCollisionCallback( TEntity entity0, TEntity entity1, byte* position, byte* normal, byte* force, flt speed ) { ballCollision = 1; } int main(int argc, char** argv) { Initialize(); //Create a graphics context Graphics(800,600); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create a camera TEntity cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,8.2,-4)); //Create a light TLight light=CreatePointLight(); PositionEntity(light,Vec3(0,10,0)); RotateEntity(light,Vec3(0,45,0)); Collisions(1,1,1); //Create a render buffer TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); //load a scene TModel scene=LoadModel("abstract::scene.gmf"); if (!scene) { MessageBoxA(0,"Error","Failed to load mesh.",0); goto exitapp; } EntityType(scene,1); //body TBody ballbody=CreateBodySphere(); SetBodyMass(ballbody,1.5); SetBodyGravityMode(ballbody,-10); PositionEntity(ballbody,Vec3(0,8,0)); EntityType(ballbody,1); SetEntityCallback(ballbody,(byte*)EntityCollisionCallback,ENTITYCALLBACK_COLLISION); //mesh TMesh ballmesh=LoadMesh("abstract::ball_ball1.gmf"); ScaleMesh(ballmesh,Vec3(1,1,1)); PositionEntity(ballmesh,Vec3(0,8,0)); EntityParent(ballmesh,ballbody); EntityType(ballmesh,1); //keyboard variabeles TVec3 camrotation=Vec3(0); TVec3 cam2rotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; float jump=20; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); //physics Collisions(1,1,1); DebugPhysics(true); //camera pivots TEntity pivot1=CreatePivot(ballmesh); EntityParent(cam, pivot1); //other variabeles char temp[100]; int result; TVec3 point0; TVec3 point1; //sound TSound sound1 =LoadSound("abstract::ruud.wav"); TSource source1 =CreateSource(sound1,SOURCE_LOOP); PlaySource(source1); SetSourceVolume(source1,0.1); //Main loop while(!KeyHit(KEY_ESCAPE)) { //Pivot mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.Y=camrotation.Y-mx/10.0; camrotation.X=camrotation.X+my/10.0; RotateEntity(pivot1,camrotation, 1); ////Camera looking //mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); //my=Curve(MouseY()-GraphicsHeight()/2,my,6); //MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); //cam2rotation.X=cam2rotation.X+my/10.0; //RotateEntity(cam,cam2rotation); //moving the ball move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 forcemove = Vec3(strafe*10.0,0,move*10.0); forcemove = TFormVector(forcemove,cam,0); AddBodyForce(ballbody,forcemove); //Jumping with the ball if (ballCollision == 1) { if (KeyHit(KEY_SPACE)) { TVec3 forcejump = Vec3(0,390,0); AddBodyForce(ballbody,forcejump,1); } } ballCollision = 0; //Update the world UpdateWorld(); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); //Swap the front and back buffer Flip(); } exitapp: return Terminate(); }
- not the best soundtrack
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In options menu when pressing the display tab you can choose view lights. This shows a range for lights. It would be nice to see this als for sound emitters (perhaps other color.)
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I remade the model and used newly converted textures. So far the problem is not showing up. Lets hope it stays that way. Thanks for the help you offered me!
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I see now that this only happens when I ad a point light to the scene. Without the point light, the textures are correct. Note that the object doesn't have baked textures.
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I inverted the normals inwards and then back again like some kind of reset. But that didn't help. I also noticed that the camera is further away from the object, the texture is okay. when the camera comes closer, like within 10 meters then the black texture appears from out of nowhere.
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Try it with just a diffuse map, no normal map. If the problem goes away then it might be that the Y component of the normal map is inverted. If the problem doesn't happen when only using a diffuse then you can try adding:
normal.y *= -1.0;
right after:
normal = bumpcolor.xyz * 2.0 - 1.0;
in mesh.frag and see if that fixes it. If so, then you can leave it like that if all your normal maps are generated the same way, or use -Y in your normal mapping program and leave the shader the way it is.
Thanks for the help but unfortunatly removing the bump causes the same problems. Removing every texture and the mat shows a correct shape of the model. Problem is somewhere in the texture, matt or shader.
Sounds like the normal problems I had with models from dexsoft.
What did you do to solve this issue, besides remodeling and texturing.
I'm trying the same textures and mat files on different object, but that all seems to work. I think I'll start over with the model. Maybe there is just something wrong in my model.
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I thought that that was the problem. But the black color turn with the camera. When it does that, the previous black parts are then fully textured.
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I've seen this problem before on the forum but I can't find it back. I have a boiler which has a texture apllied to it. (See image). The 'rings' on the boiler turn partially black. If I rotate around the boiler, the black color folows.
Also a part of the box on front of the boiler has this problem. I tried exporting again with another texture, but the results are the same.
The texture I use is 512-512, DXT5 with mipmapping. I use the following .mat.
texture0="abstract::boiler large copper.dds" texture1="abstract::boiler large copper_N.dds" blend=0 depthmask=1 zsort=1 overlay=1 cullface=1 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow.vert"
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My first 'game' I tried to make with the engine was a ball game. Something like Marble blast.
http://visualknights.com/ball/ball-game.rar
But I never really finished it since I was more interested in a story drive First Person Shooter/puzzeler. This style can be found in games like Penumbra.
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Aggror
Many thanks to you Aggror
Roland
Thanks for your reply. I'm glad that it helps you out. It is one of the reasons I made this User guide. The community helped me a lot over the past few months and I thought that I should give something back to the community. Ofcourse it was also a good way to learn. For example: I always clicked on V-sync because I thought that this would improve the scene. I didn't really know what it meant. But know that I did some researching I know wat it means. I changed my signature because of that.
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I think that a lot of people don't know about the resources and tutorials in the Pages section. It might be better to give it a different name. In the Leadwerks main website it is called 'Resources'.
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I like the new skin for the website already, so good job.
see this topic: http://leadwerks.com/werkspace/index.php?/topic/1196-rename-pages-to-tutorials/
I noticed the following/;
when you are in the homepage and you click on products--> Leadwerks engine, you go here http://www.leadwerks.com/engine_index.html.
If you go over community, you can see that the menu 'resources' is twice displayed.
I doubt if many people will notice it, but now you know it.
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I made you a playerstart.
http://leadwerks.com/werkspace/index.php?app=downloads&showfile=108
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File Name: PlayerStart
File Submitter: Aggror
File Submitted: 14 Feb 2010
File Updated: 14 Feb 2010
File Category: Lua Scripts
Place this PlayerStart folder anywhere in your models folder.
Go to your FPScontroller.lua
After the following lines:
--Create a player controller controller=CreateController(1.8,1.45,0.25,45) controller:SetCollisionType(COLLISION_CHARACTER,0) controller:SetPositionf(0,3,0,0) controller:SetMass(10)
add this:
playerStart = 1
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Thanks for the sources . I can't get around learning how the unwrap, so its really time to start learning this properly.
thanks for your help.
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Does the plane have a materail attached to it? otherwise you can't see it.
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you have to unwrap your low-poly object before
So when the object has several textures attached to it and all the parts are attached together, then I need to ad a Unwrap UVW modifier (before I render to texture.)? If so I really need to do does tutorials again. Unwrapping is the toughest thing in 3ds Max in my opinion.
Update available
in General Discussion
Posted
You do not perse need terrain. You can copy the selected without the terrain but only if the picked location is inside the selection. But indeed if you use terrain, you can place it every where you want.