DaDonik
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Posts posted by DaDonik
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3DCoat is definately worth every single cent!
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Well...now i'm the one standing in the corner
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Dunno if i got you right, but the .sbx file is just plain text. You should be able to read out any information, without running the engine??
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I also had trouble with CEGUI at the beginning.
The problem was that the folder the CEGUI SDK provides is called "looknfeel",
but in Laurens code it says "looknfeels".
Hope that helps!
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Try setting it to something lower and check if the problem occurs again.
Then you know if it's the newton world size, or some kind of bug.
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Such a nice game, bought it 2 days ago
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What you describe sounds like your vehicle is reaching the end of the newton world.
Normally it is 500m in each direction (from Position 0,0,0).
Try SetWorldSize(Vec3(1000)) or even a bigger value.
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The LE vehicle stuff is realized using Newton joints. But that is the side of it you won't see. You just have the vehicle commands to
build your vehicle.
There is no possibility to give your tires mass, BUT you can use any body commands on the vehicle body itself. You can "simulate" the
wheel mass by adding a constant force (equivalent to the wheel mass) to your vehicle body. In a similar fashion you can also add
air resistance, depending on the vehicle speed.
Hope that helps a bit =)
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I would like to have some better structured shader code, where i can change things myself without being a maths genius.
Actually the current shaders are ok, but the total lack of comments is a bad thing. =)
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When you want to have an airplane/spaceship which is physically interactive you should have look at
CalcBodyVelocity() and SetBodyVelocity(). Same for CalcBodyOmega() and SetBodyOmega().
What i tried was:
Load a ship/airplane. (Ship)
Create a pivot. (Piv)
Every loop:
// Reset the pivot position SetEntityMatrix(Piv, GetEntityMatrix(Ship));
//Move the pivot around (user input / AI) MoveEntity(Piv, SomeUserInputVector);
// Calculate the ships velocity TVec3 Vec3Velocity = CalcBodyVelocity (Ship, EntityPosition (Piv, 0), 1.0f); SetBodyVelocity (Ship, Vec3Velocity, 0); // Calculate the ships angular velocity TVec3 Vec3Omega = CalcBodyOmega (Ship, EntityRotation (Piv, 0), 1.0f); SetBodyOmega (Ship, Vec3Omega, 0);
That way any projectile hitting your ship will automatically affect it via physics (with zero programming)
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I won't use it because i dislike Java, but "Yes, in the ideology that LE has all common languages"
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Obviously the coolest grandpa ever
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Im' afraid you can't do this at all. At least not with the current version of Framework.
The thing is, that the DOF shader is running after the skybox and everything else is rendered into a texture.
There is no way the shader can distinguish between the skybox/background and distant mountains/models.
I might be wrong, as i'm not using the latest framework...let's hope
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Also, on your screenshots of the LW Editor, how did you setup you layout like that? With the tabs and stuff for entities, models, etc?
"MyModels_Trees_Tree1.gmf" will show up in the editor as the folder "MyModels" with the subfolder "Trees" with "Tree1" in it.
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Just buy the leadwerks engine, that'll keep you busy the next few years
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I have not yet tried animation in LE, but i know DarkBasic...believe me, this engine is MUCH better
So you have a very good chance that it will work
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I suggest saving 4 times an hour and with an ever increasing number on the back.
Test_1, Test_2, ...
Also don't forget doing daily backups to at least 2 independent external HD's (if it's really important stuff).
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Of course you can get the light using C++. Just give it a name in the editor and search for that name in your C++ program.
As Rick mentioned, you will not see your light disabled in the editor, when using C++.
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Sounds like you call AddBodyForce() every loop?
If it's the case, then the problem is clear. AddBodyForce() applys the force to the force the body already has.
It will get faster and faster over time.
Edit:
Check the CalcBodyVelocity command.
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For the trigger, HideEntity() will disable any collisions with it and therefore the collision callback will not be called.
You could also set the EntityType to some value that is not used in you game.
Both examples require you to set up the collision callback and check in there, what collided with your trigger.
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Glad it worked for you
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Use the following lua script for you ball:
require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) model:SetElasticity(3.0) end
The documentation says that only values from 0.0 to 1.0 can be passed to SetElasticity, but anything below
1.0 will not make the ball bounce nicely.
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Kevin is right!
Mouse and keyboard poll
in General Discussion
Posted
I know someone who strafes with left and right mouse button and shoots with W