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Soamp

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  1. Soamp

    WIP-Ragdoll

    This is our second implementation of ragdoll system: our current system is an auto generate ragdoll for each character by "just dragging" them! however it works fine, but its under some improvements.. and another video:
  2. Hi, I kinda solve my problem but I dont think you can use my way. Let me walk you through it. We had a "two arms" model and a "g3 weapon" model and some motions for them, like Walk , Run , Idle , ... I load a non-animated model and use LoadAnimation command to load motions for both models. so model and motions were in seprated files, so bounding box and weapon's pivot point was down, out of view, while the animation was playing. we simply move our model (non-animated) a little up in 3DSMAX and export it. so it's bounding box (and pivot point) is now always in camera view. However I'm not sure what the problem was! I hope it helps.
  3. Soamp

    Hara forests

    photo by Mr.Azizbani The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. (more Information) These Islands are the some of most important places into our game, with really hard trees to make in 3d! – I’m kidding, you know all trees are hard!! (but these are harder!) anyway, you will visit this place into our game several times (of course if you purchase our game!) and I hope you enjoy it! photo by Mr.Azizbani how ever latest results looks good, but trees need to be rebuilt. I will compare what you see with what we got as soon as possible! now it’s time to grow some other trees!
  4. Soamp

    Hara forests

    photo by Mr.Azizbani <p style="text-align:center;"> The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. ( more Information) These Islands are the some of most important places into our game, with really hard trees to make in 3d! - I’m kidding, you know all trees are hard!! (but these are harder!) anyway, you will visit this place into our game several times (of course if you purchase our game!) and I hope you enjoy it! photo by Mr.Azizbani how ever latest results looks good, but trees need to be rebuilt. I will compare what you see with what we got as soon as possible! now it’s time to grow some other trees! Source
  5. Soamp

    Hara forests

    photo by Mr.Azizbani The Hara forests is the common name for mangrove forests on the southern coast of Iran, particularly on and near the island of Qeshm in the Persian Gulf. (more Information) These Islands are the some of most important places into our game, with really hard trees to make in 3d! – I’m kidding, you know all trees are hard!! (but these are harder!) anyway, you will visit this place into our game several times (of course if you purchase our game!) and I hope you enjoy it! photo by Mr.Azizbani how ever latest results looks good, but trees need to be rebuilt. I will compare what you see with what we got as soon as possible! now it’s time to grow some other trees!
  6. Hi, We've the exact same problem. I realized that engine wont render objects when their pivot point (or their bounding box. I'm not sure yet) is'nt visible in current camera's view! We've a model with two hands and a gun model, with seprate but synced motions. The gun's pivot point position is as same as hand's. When we move camera close to the gun, it disapears when it's pivot point (and bounding box) leaves the view. Did you notice that? Do you think that's the problem too? I think it's a bug that might have to be fixed, then we could exclude some model from this hiding method.
  7. Hi, It’s my IK arm sample video. We’ve been trying to implement IK in our characters for a while. this is my first IK simulated arm. However it looks like a robotic arm yet, but when I set some angular limitations, it got better! I also smoothed its movements. It’s a lot better now. This video shows my first concepts about an IK arm. It’s a simple arm with 3 limbs, Upper arm, Forearm and palm. In its LUA script I create a target pivot which my arm try to grab. We sets this target’s position and it will take care of it itself. The palm follows -almost- the nearest path to grab it. I implemented this arm in our character now. He can grab door knobs, glasses ,… I read about inverse jacobian method but it’s too complicated to do with LUA I thought. I’m now trying to use VC++ for Inverse jacobian method. This article helped me alot: Inverse Kinematics – Improved Methods Here is my video: Source
  8. Hi, Did you run that from script editor screen? (with F5 or Run)
  9. Soamp

    Starting gun!

    In the name of God Welcome. As you know, you are currently reading the FSR Game Development Blog! in this blog we will share our activities, problems, achievements, technologies, fights and any other things related to our game development process. Source
  10. we used global object to transfer data. but this way we can only transfer a TEntity and leave other calculations to receivemessage function. and as you know there is some limitations on this. (eg. we can not transfer a table) is there any other suggestions?
  11. I'am thinking of 2 ways. first you can use the filter parameter to filter objects that collided with your pick ray. refering to wiki camerapick command is like this : CameraPick(camera, pos [, radius=0.0, collisionType=0, Filter=Null ] ) for example if you use it like this : pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),10,nil) your ray will pick an object if its collisiontype is 10. you can set your pickable objects collision type to 10. my second way: you can send a "pick" message to any object that your ray picked. in your pickable object's code, write a code to send a "pickmeup" message back to the controller and send itself (pickable object) as an extra. then your controller will get a "pickmeup" message with that pickable object as message's extra. got it? I think I did'nt explain it the way that was in my mind
  12. Hi, I used ProjectWizard to create an empty project. Josh's code worked fine but when I create an instance of Framewerk I get these errors : Error 1 error LNK2019: unresolved external symbol "public: virtual __thiscall leadwerks::Framewerk::~Framewerk(void)" (??1Framewerk@leadwerks@@UAE@XZ) referenced in function _WinMain@16 test_windows002.obj test_windows002 Error 2 error LNK2019: unresolved external symbol "public: __thiscall leadwerks::Framewerk::Framewerk(void)" (??0Framewerk@leadwerks@@QAE@XZ) referenced in function _WinMain@16 test_windows002.obj test_windows002 Error 3 fatal error LNK1120: 2 unresolved externals .\test_windows002-Debug.exe test_windows002 Here is my code: // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "engine.h" #include "framewerk.h" using namespace leadwerks; int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("C:/Program Files/Leadwerks Engine SDK"); SetAppTitle( "test_windows002" ) ; Graphics( 800, 600 ) ; AFilter() ; TFilter() ; TWorld world; TBuffer gbuffer; TCamera camera; TMesh mesh; TLight light; TMesh ground; TMaterial material; world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } Framewerk fw; gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); camera=CreateCamera(); PositionEntity(camera,Vec3(0,0,-2)); material=LoadMaterial("abstract::cobblestones.mat"); mesh=CreateCube(); PaintEntity(mesh,material); ground=CreateCube(); ScaleEntity(ground,Vec3(10,1,10)); PositionEntity(ground,Vec3(0,-2,0)); PaintEntity(ground,material); light=CreateDirectionalLight(); RotateEntity(light,Vec3(45,45,45)); // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { // Rotate cube TurnEntity( mesh, Vec3( 0.5f*AppSpeed() ) ) ; // Update timing and world UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Render SetBuffer(gbuffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(gbuffer); // Send to screen Flip(0) ; } } // Done return Terminate() ; } Can anybody help me please. thanks.
  13. yeah, it seems like a great help ;-) thank you
  14. Hi,thank for reply I think file saving method is gonna work for me. How can I work with files in LE? Did anyone work with files using LUA? thanks.
  15. Hi, In most fps games like Modern Warfare, there are some checkpoints. when you get passed them the game will be saved at that point. if you die in the game, it will be started from the last checkpoint. I want that kind of saving. thanks.
  16. one of the most common features of a game is save a special state of the game and continue it in future. anyone did this in leadwerks? anyone can help me for to do this?
  17. Hi, Table is the best way to go! however you can also use Vec2,Vec3,Vec4 functions to create 2/3/4 dimentional vectors. vec1=Vec3(0,0,0) about collisions, LE have a object:Collision() function that runs when a collision occures. you can use it like this : function object:Collision(entity,position,normal,force,speed) ... end where Entity is the entity that collided this object. you can see "oildrum.lua" (oildrum script) for example
  18. Hi, Thanks for your reply I use a prepared animation for walking and use Animate command to play it while my character is walking, so character's bones are being controlled by the animation. If I use IK to modify the position or rotation of a bone then my animation would not be played correctly. is there any other way to fix it? thaks.
  19. Hi, I've a problem with controller. my controller works fine on flat terrains but it gets problematic when it's on a slope. you can see it in attached pictures. one side of controller stays on the terrain and it keeps the other side in the air! as you can see in pictures, its right leg is on the terrain when its left leg is in the air! Is there any way to fix this problem? Can I "AlignToGround" my controller? If yes, How? Thanks in advance
  20. well.. I checked that, but I could not get correct result. I currently have unicode string for my character, just don't know how to define this strings as a unicode. for example in python you can use this syntax to define a unicode: U"65248" do you know how can I define this in LUA?
  21. in fact I want to implement right to left language, according to thispage my fonts converted using fontstudio, and I could load them correctly, but I don't access to characters between 0600 to 06ff as unicode characters in LUA. eg. by using this line: DrawText("\1586",200,200) it will write "06" which is wrong character. any suggestions please?
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