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Elmar

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Posts posted by Elmar

  1. Yes i copied scripts folder.

    Now my situation is so: In one scene my controller can't move, only can look around. In other scene he can move, but when i raise speed of controller then collision is not run, and controller become able to pass inside the walk..

    Therefore i want to learn principles of this..

  2. I know this. But at times when i export model the texture is not exports. And this model in the editor is seen without texture. Maybe there are problems with my model and with my texture. But i want to know are there any ways to set textures to models in the editor?

  3. #include "engine.h"

     

     

     

    int main(int argc, char** argv)

    {

     

    Initialize();

    RegisterAbstractPath("C:\Program Files");

     

    //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(0,2,-10));

     

     

    //Load a model

    TModel scene=LoadModel("abstract::test2_estafet-1.gmf");

    if (scene==0) {

    MessageBoxA(0,"Error","Failed to load model.",0);

    goto exitapp;

    }

     

    //ScaleEntity (scene, Vec3(10,10,10));

    EntityType(scene,2);

    //Create a light

     

    TLight light=CreateDirectionalLight();

    RotateEntity(light,Vec3(45,45,0));

     

    //Create a render buffer

    TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL);

     

    TController player=CreateController();

    PositionEntity(player, Vec3(100.0, 100.0, 100.0));

    EntityType(player,1);

    SetBodyDamping(player,0.0);

    SetBodyMass(player,1);

    SetWorldGravity(Vec3(0,-20,0));

     

    Collisions(1,2,true);

    float move=0.0;

    float strafe=0.0;

    TVec3 camrotation=Vec3(0);

    float mx=0;

    float my=0;

     

    HideMouse();

    MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);

     

    //Main loop

    while(!KeyHit(KEY_ESCAPE)) {

     

    //Camera looking

    mx=Curve(MouseX()-GraphicsWidth()/2,mx,6);

    my=Curve(MouseY()-GraphicsHeight()/2,my,6);

    MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);

    camrotation.X=camrotation.X+my/10.0;

    camrotation.Y=camrotation.Y-mx/10.0;

    RotateEntity(cam,camrotation);

     

    //Player movement

    move=KeyDown(KEY_W)-KeyDown(KEY_S);

    strafe=KeyDown(KEY_D)-KeyDown(KEY_A);

     

    //Jumping

    float jump=0.0;

    if (KeyHit(KEY_SPACE)) {

    if (!ControllerAirborne(player)) {

    jump=4.0;

    }

    }

     

    //Run

    if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) {

    if (!ControllerAirborne(player)) {

    move*=2.0;

    strafe*=2.0;

    }

    }

     

    //Set controller input

    UpdateController(player,camrotation.Y,move*20,strafe*20,jump,500.0f);

     

    //Update the world

    UpdateWorld();

     

    //Position the camera

    TVec3 playerpos=EntityPosition(player);

    TVec3 camerapos=EntityPosition(cam);

    camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0);

    camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z);

    PositionEntity(cam,camerapos);

     

    //Render the scene

    SetBuffer(buffer);

    RenderWorld();

     

    //Render lighting

    SetBuffer(BackBuffer());

    RenderLights(buffer);

     

    //Swap the front and back buffer

    Flip();

    }

     

    exitapp:

    return Terminate();

    }

  4. if you mean the starting height value for the position of the controler then you use PostionEntity as above the Vec3 is three values for that postion Vec3(x,y,z) ... the value for y (5.0 as above) sets the height.

     

    Hello,

    The changing co-ordinates PositionEntity only changes the place of start of my controller. But i want to do tall controller. I think that my controller is creeping. When i change co-ordinates and run the program, controller begin in high and then it returns...

  5. Is it 100% so that, if the player can stands on the model in game mode in the editor, then i can do it with code, that my controller easy can stand, go with collisions on the same sbx file?

  6. When i begin game mode on the model, player goes on the ground. Even there are collisions, which i wish already for a long time. There is only problem that as the players hasn't any height...

     

    311dc9127be5.jpg

  7. Make sure you have a lua scriptfor the model to set its collisions, right click the models icon in the right hand window of the editor, select view script. if its blank add:

     

    require("scripts/class")
    
    local class=CreateClass(...)

     

    and save, then double click the model and set the collision under the Physics tab.

     

    i didn't understand black part. Can you explain excatly?

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