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ZioRed

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Everything posted by ZioRed

  1. ZioRed

    zrLEHelper

    Since it is a beta version please try it on a backup copy of your work before using it on your production. I hope this may be useful to someone else besides me.
  2. ZioRed

    zrLEHelper

    File Name: zrLEHelper File Submitter: ZioRed File Submitted: 18 May 2010 File Updated: 19 May 2010 File Category: Tools and Utilities zrLEHelper may be a useful utility for whom is bored to go back and forth on one or more Explorer windows to convert models, edit scripts, creating PHYs etc. With zrLEHelper you have an all-in-one window in which you can convert (using the basic Leadwerks conversion tools) or also rename multiple files at once, e.g.: think if you must add a prefix "vegetation_" to ten or more of your models+LUAs+PHYs, with this tool you just select all files and use RENAME > ADD PREFIX, digit the prefix and you will have all the selected files renamed (the prefix/suffix adding/removing regard the file name without extension). You can double click on a file in the right list to open it with your default program (the one registered on Windows). This program requires .NET Framework 4.0 which must be installed before install the program. Feel free to suggest more functionalities or report bugs. Features Adding or remove prefixes and suffixes to multiple files Direct calls to Leadwerks conversion tools for multiple files Possibility to add a folder your Special folders or quick access Direct access to the Leadwerks tools (Editor, Script Editor, Material Editor, Model Viewer) Next release features: Projects management Click here to download this file
  3. You are the only one who must decide about your projects and haven't surely give explanations to no one, I was only telling that imo reading that someone drops only for a behaviour changed it sounded some strange to me.
  4. Changes to some behaviours... if my game would be almost finished then I don't think that updating the engine can be a good way if I don't want to change something on my code too (except if the previous version caused major bugs in the game). Of course this is only my personal opinion, anyone can agree or not, it's matter of point of view.
  5. You are speaking about Simcity However I like your ideas (the possibility to enhance the editor with plugins would be great if the editor could expose a class with all its features).
  6. Can I simply use the "Update SDK" link if already installed a previous 2.32r*?
  7. May be also useful a combination of keys, e.g.: holding down X, Y or Z and pressing UP/DOWN (or RIGHT/LEFT) arrows could gradually scale it in that dimension. For the gizmo, I think that could be nice if positioned at top-right of the scene (like it is on 3DSMAX if I remember well).
  8. Just to defuse and cool down the souls, I cannot imagine how a whatever code may be improved without changing it internally And for the "I expect my code works 100% on any major update" thing, I really never expect that a code for a previous version of any library has the 100% behaviour when used on a newer one but only "hope" it. And however surely don't complain if some behaviour changes due to performance/quality enhancement or bugs (these are generally fixed when found and reported) or drop nothing for a poor thing like that, simply if I don't want to update the code I go to use the older version. For the object:Render replacement I have to say that using a deprecated method which internally calls the new Draw should be surely the best way for at least 2.32
  9. ZioRed

    Onclick event

    I am working on this for my own GUI manager and other stuff, what I'm doing is initializing a key/value pair array (key=specific mesh ID, value=click callback), then calling CameraPick and finally calling the callback matching the picked entity mesh ID on the array. I don't know what should be the correct C++ code for this, since I work on C#.
  10. I agree and I must admit that Gamelib contains some very helpful functions, I think to use it for my C++ games and write a C# wrapper or porting for my current project. Well, I think that it should be a must for safe programming in any language.
  11. I don't know how the engine stores the object list, but if it uses a correspondent of C# Hashtable to store the list then recovering an item from it through its key (in that case the object's name would be the key of the item) is the quicker way. However I think that if you should cycle through every object to find the one you need then every other way should have almost the same CPU consuming.
  12. I think there is no need to write VB.NET headers, it should be enough compiling the C# wrapper and add reference to the resulting DLL in any .NET language.
  13. I would get the entity by its name, this works: scene = LoadScene("abstract::tunnels.sbx") while AppTerminate()==0 do if KeyHit(KEY_ESCAPE)==1 then break end if KeyHit(KEY_SPACE)==1 then m_entity = scene:FindChild("node_1") if m_entity ~= nil then camera:SetPosition(m_entity:GetPosition(1)) end end UpdateAppTime() world:Update(AppSpeed()) SetBuffer(gbuffer) world:Render() SetBuffer(BackBuffer()) world:RenderLights(gbuffer) DrawText(UPS(),0,0) Flip(0) end
  14. A thread safe loading of resources would be really a nice headshot for MMOs, e.g. I love the scene loading of AVA where you see the loading progress of you and the others.
  15. Since I am working on a MMORPG I'm thinking to try loading the models at player's range (which is not the view range but higher) and mantain an hashtable to let me copy if already loaded.
  16. What is the common way of working with the models loading, preload all game models once at game loading and then just CopyEntity them or loading them when they are in the player's range?
  17. Well I have solved now re-creating the DDS from TGA using MakeDDS (save mipmaps, DXTC5), before they were converted using GIMP2. The MAT I used is the same as MG said.
  18. I don't have the shader mesh_diffuse_sway.vert, the only is mesh_diffuse_bumpmap_sway.vert... I tried to use mesh_diffuse_alphatest.frag instead of mesh_diffuse_bumpmap_specular_alphatest.frag but the result is the same.
  19. This is the thread for C++ code
  20. That works nice for the trunk, but on the branches there are only some flying leaves.
  21. ZioRed

    C# SVN

    What is wrong with a public SVN? Since an official complete wrapper is not part of the engine, then I think the best way to enhance it is as public repository and hope that most people post issues/solutions instead of just download it and change theirselves without supporting the project. For license question we don't release engine libraries, so if you don't have them then the source of a wrapper is unuseful (as told by someone else, I still think that even if you find the engine from torrent/rapidshare I'm quite sure you will buy it if you like to work... and yes a version of the engine 2.30 is available on some upload sites, I don't remember the link now, I will forward it to Josh if I'll find).
  22. Is there someone who bought the Fantasy Tree pack on Dexsoft Multimedia? I'm converting the models to GMF but I don't know what should be the MAT content for both textures and shaders. Additional textures are supplied for normal, height and spec maps. What I'm using (not working): texture0="abstract::Leaf_DF.dds" texture1="abstract::Leaf_N.dds" texture2="abstract::Leaf_S.dds" texture3="abstract::Leaf_H.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" The result was this:
  23. I'd work with XML file to store rather than force the user to install any database engine (MS SQL Server, MySQL or SQLite), since it works good with serialization/deserialization. If you go on the way of network communication I suggest the library Lidgren Network for fast UDP implementation, but the best for usability would be the all in one program of course.
  24. I can do it manually as you told: a wrapper class and use that for font loading/setting/getting, I can easily do it directly in the C# wrapper source but a proper engine method could be useful to all languages.
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