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Elmar

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Posts posted by Elmar

  1. Well ok, but thats not enough information to work with. whats in the scene? by falling do you mean through the scene ?

     

    2) yes

    1) don't know how to answer. upload the scene?

  2. What do you mean by you have changed your map? do you mean you have loaded the .gmf as part of a scene (.sbx) ?

     

    No, i have loaded quite other sbx file instead of gmf file.

  3. I want to import this DEM to Leadwerks Editor as height map:(I add this DEM in .jpg format here)

    8e6285051a9e.jpg

     

     

    In Global Mapper this DEM is seen like this. (It is normal)

    cd80e3497087.jpg

     

     

    But in leadwerks editor it is seen as following:

    f30a72fc8956.jpg

     

     

    Is it right? Must it be like this? How can i be sure that accurancy expected here?

  4. #include "engine.h"

    int main(int argc, char** argv)

    {

    Initialize();

    //Create a graphics context

    Graphics(1280,768);

    //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));

    Collisions(1,2,true);

    //Load a model

    TModel scene=LoadModel("c://scene.gmf");

    if (scene==0) {

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

    goto exitapp;

    }

    EntityType(scene,2);

    //Create a light

    TLight light=CreatePointLight();

    PositionEntity(light,Vec3(0,5,0));

    //Create a render buffer

    TBuffer buffer=CreateBuffer(1280,768,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL);

    TController player=CreateController();

    EntityType(player,1);

    SetBodyMass(player,1);

    SetBodyDamping(player,0.0);

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

    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*3,strafe*3,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();

    }

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