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DaDonik

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Posts posted by DaDonik

  1. That's a really good idea Omid.

     

     

    You just need to learn english, there is no way around it!

    That's basically the first language you need, before you get into any programming languages.

    I'm german and i know there are 10000+ times more tutorials available, when you search in english :)

     

    I don't know why it's hard for Germans to speak english!

    The english of many people i know is very poor. Most people at the age of ~50+ never had english in school.

    The young with a non academic education often lack in english, too.

  2. You can use Render Monkey. Take a look at the wiki, especially the "Build-in Uniforms"

    part.

     

    The model must be a .gmf to show up in the editor (GMF is leadwerks own format).

    The editor lists all .gmf files which are in the same folder (or subfolders). Via the

    options menu you can also set a "game folder".

     

    You'll get the converters you need, when you purchase LE.

  3. Your problem is the 7800, thats for sure!

     

    The only things that really impact performance in LE are the screen resolution and shaders.

     

    Try using the editor in a smaller window. I'm running at ~800x600 and it runs >60fps

    without any post processing, but with several dynamic pointlights :)

  4. For me RotateEntity doesn't always do the job. For example when i did my spaceship movement code, i got problems with RotateEntity. When looking straight up Y+ or down Y-, the movement was not what i expected. Turn entity solved this

    problem for me. So instead of:

    //Rotate Cam
    camrotation.Y=camrotation.Y+rotate;
    RotateEntity(player,camrotation,1);
    

    you could write:

    //Rotate Cam
    TurnEntity(player, vec3(0.0F, rotate, 0.0F), 1);
    

    But that doesn't fix your problem, though.

     

    ZioRed's code looks like it's what your looking for, but you can do the same thing with a little less code.

    You can shrink:

    //Position the camera
    TVec3 playerpos=EntityPosition(player);
    PositionEntity(campiv, playerpos);
    RotateEntity(campiv, EntityRotation(player));
    MoveEntity(campiv, Vec3(0, 1.75, -5));
    

    down to:

    //Position the camera
    SetEntityMatrix(campiv, GetEntityMatrix(player));
    MoveEntity(campiv, Vec3(0, 1.75, -5));
    

     

    Hope this helps :)

  5. If there are only a few different modifications to the patches, you could use an array of reference meshes.

    Given that your terrain is quite huge, it will perform a lot faster than loading each mesh.

    I'm pretty sure you already thought of that, if it's possible in your case :)

  6. Dunno if i understood you correctly, but that is how i save the current backbuffer, when switching in pause mode:

    TTexture TeLastRenderBeforePause = NULL;
    TBuffer TempBuffer = CreateBuffer (GraphicsWidth (), GraphicsHeight (), BUFFER_COLOR0);
    CopyBuffer (BackBuffer (), TempBuffer, BUFFER_COLOR0);
    TexLastRenderBeforePause = GetColorBuffer (TempBuffer, 0);
    FreeBuffer (TempBuffer);
    

  7. You should try to get the parent of your mesh and check if it is a model.

    In that case you can use FreeEntity and it would delete the complete model.

     

     

    This code should work, if your entity is a model:

    if(KeyHit(KEY_DELETE)) 
    {
           if(pick.entity != NULL) 
           {
               TEntity parent = GetEntityParent(pick.entity);
               FreeEntity(parent);
               parent=NULL;
           }
    }

  8. As the physical tires of the car are just invisible raycasts you have to position the tire mesh at the same position and roatation as the tires.

     

    Try something like:

    SetEntityMatrix(VisibleTireMesh, GetEntityMatrix (RaycastTire));

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