Jump to content

ZioRed

Members
  • Posts

    1,133
  • Joined

  • Last visited

Posts posted by ZioRed

  1. 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).

  2. 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:

     

    treeuq.th.jpg

  3. 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.

  4. I ended up making a GameFont class as a wrapper for the 2D font drawing. Once you change from the default font there's no obvious way to get it back. I don't think your missing anything.

    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.

  5. No success with any debug information (Debug.Entities, Debug.Physics, Framework.StatisticMode), unfortunately the control seems to lack of many useful things (see the other post, I reported also a problem with physics in a scene).

  6. The reason it fails seems to be the LUA object initialization in the method Framework.Initialize: if I pass FALSE to not enable LUA then the scene and the model are shown when calling Framework.Update + Framework.Render, but when I pass TRUE to enable LUA then the screen appears black and no scene/models are drawn.

     

    Another thing I don't succeeded to do have working physics: loading a scene and a body from a mesh (I used the Crawler model from the tutorials) it doesn't fall to the terrain even if it has Mass=1 and GravityMode=1 and World.Gravity=new Vector3(0,-20,0)

  7. This would be interesting if the standard Editor doesn't like. For the embedded control I tried to load a simple scene and some meshes and it seems to work when Framework is not used. The reason it fails seems to be the LUA object initialization in the method Framework.Initialize (if I pass FALSE to not enable LUA then the scene and the model are shown when calling Framework.Update + Framework.Render).

  8. I see no methods which returns a pointer to the current font set, so it is a bit boring to build a GUI with different fonts.

     

    What I would like to do for any control on the GUI is to store the current font, change to the one used for the control and then restore the previous.

  9. SVN updated for bugfix:

    - Basic Controller constructor updated with the default values (using the default contructor the collisions vs Terrain with a loaded Scene did not work and the controller fell through the terrain).

     

    PS: Josh can you pin this thread so that we can use for SVN updates announces?

  10. If you are using 2.32 (or even the latest 2.31) and then re-added reference to the latest Leadwerks.DLL then you may experience some access violation because of some changes to the functions definition (may be those I already updated to the wrapper but not on the control). I will test the control in a few hours and then I may help you in this :unsure:

  11. The latest headers from the klepto2's release is those on SVN, I have updated them with the last 2.31 function definition changes. The getting started tutorial on wiki should work also with the SVN release.

  12. The headers on SVN should be now updated to 2.31

     

    Known issues:

    - AccessViolationException raised in Core.AbstractPath()

     

    (Bug reported in Issues on Google Code, it would be easier to use that for official bug reporting with possible link to a specified thread)

×
×
  • Create New...