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fumanshoo

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Everything posted by fumanshoo

  1. Yes, I have the same problem with my Intel Graphics Card.
  2. Don't pray to gods because from what I have learned in programming so far, you are the god. You make everything in your world how you like. Gods are more than likely wise deities, and professional programmers are the smartest people I have come across. In this case, you are just a smart god that has to make worlds out of what other gods have made before you... If that makes any sense...
  3. I suppose I will work in C++ for I have wanted to do that for a while. There are still things about C++ that I do not understand, but I have a few friends that program in C++, so I could always get their help... plus there are plenty of examples on Leadwerks Wiki.
  4. It's a good thing you do what you do because I'd be pretty helpless without your help haha
  5. Ah thank you. I never would have known that there would be so many ways to do one task. I like it.
  6. I believe this is C++. I'm using Lua because I'm an absolute noob... sorry
  7. I find it a little easier doing: --debug physics if KeyHit(KEY_Z)==1 then if debug== 1 then DebugPhysics(0) debug = 0 else DebugPhysics(1) debug = 1 end end
  8. Ah, thank you. I was having trouble understanding that.
  9. Thank you, I was trying to toggle it on and off. Would it be too much trouble if you explained why when I use the same script for pausing emitters, I can toggle on and off, but using that script for debugging does not work? This is what I used for emitters... if KeyHit(KEY_E)==1 then if play== 1 then PauseEmitter(particleBlack) PauseEmitter(particleRed) play = 0 else ResumeEmitter(particleBlack) ResumeEmitter(particleRed) play = 1 end end
  10. shouldn't this turn DebugPhysics on and off? It's essentially the same script that I have for turning emitters on and off... if KeyDown(KEY_Z)==1 then if debug==1 then DebugPhysics(1) debug = 1 else DebugPhysics(0) debug = 0 end end
  11. Wow, I can't believe I missed this. Thank you, Aggror! I do believe it is caused by my craptop's graphics card, but when ever I use the terrain, it spikes up really high. I'll test it as soon as I make a new computer.
  12. @DaDoink: I added ShowMouse() simply because in the "driver" lua file, shows mouse is at the end, so I suspected that I needed that in order to have the mouse back in the editor. Thank you for all the responses thgough! For now, I think I will stick with the stand alone Lua script simply because I am VERY new to programming and so far, it is the easiest in my opinion to use. I have heavily considered learning C++ even though it confused the hell out of me. I really want to learn C++ but for now, I think I will stick with Lua until I perfect it.
  13. Didn't see that, thanks for pointing it out. Everything works fine other than the fact that when I press escape, it comes up with a message saying "EXCEPTION_ACCESS_VIOLATION" and then the Editor closes.
  14. Nevermind everything I just said... except the "EXCEPTION_ACCESS_VIOLATION" part. Every time I press escape, it pulls up that message and leaves the Editor.... this is my script... require("Scripts/math/math") controller = CreateController(1.8,0.45,0.25,45) controller:SetCollisionType(COLLISION_CHARACTER) controller:SetMass(10) controller:Move(Vec3(0,1,0)) character = LoadModel("abstract::steampunk.gmf") character:SetParent(controller) character:SetRotation(Vec3(0,180,0)) pivot = CreatePivot(steampunk) pivot:SetParent(controller) camera = fw.main.camera camera:SetPosition(Vec3(3,2,-10)) camera:SetParent(pivot) move = 0 strafe = 0 MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation = Vec3(0) dx = 0.0 dy = 0.0 HideMouse() while KeyHit (KEY_ESCAPE)==0 do if KeyDown(KEY_LSHIFT)==1 then camera:SetPosition(Vec3(.5,1.35,-1)) controller:Crouch(1) cameraHeight = 0.3 moveSpeed = 3 strafeSpeed = 3 else camera:SetPosition(Vec3(0,1.35,-2)) controller:Crouch(0) cameraHeight = .5 moveSpeed = 1 strafeSpeed = 1 end mx=Curve(MouseX()- GraphicsWidth()/2,3.0/AppSpeed()) my=Curve(MouseY()- GraphicsHeight()/2,3.0/AppSpeed()) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation.x = camRotation.x + my / 8 camRotation.y = camRotation.y - mx / 8 camRotation.x = math.min(camRotation.x, 45) camRotation.x = math.max(camRotation.x, -15) move = Curve( (KeyDown(KEY_W)-KeyDown(KEY_S)) * 5, move , 3 ) strafe = Curve( (KeyDown(KEY_D)-KeyDown(KEY_A)) * 5, strafe , 3 ) controller:Update(camRotation.y, move * moveSpeed, strafe * strafeSpeed, jump, 25, 10, KeyDown(KEY_LSHIFT)) fw:Update() pivot:SetRotation(camRotation,1) fw:Render() Flip(0) end ShowMouse()
  15. ok, so I was wrong, I do need to load the character, but I still don't understand why I can't move and why my camera is not rotating around the controller.
  16. ok, so forgive me if this is the ****tiest script you have ever witnessed, but this is my first time scripting within the Editor and I am very ****ing confused. So what I am trying to do is make a simple third person camera around my character, "steamPunk". I am putting this script in the GameScript Path and I get a message "EXCEPTION_ACCESS_VIOLATION" and then the Editor closes. If this is completely off, it's most likely because I don't understand the "class.lua" file worth ****. If it has nothing to do with the class.lua" file, please explain what I am doing wrong here. controller = CreateController(1.8,0.45,0.25,45) controller:SetCollisionType(COLLISION_CHARACTER) controller:SetMass(10) controller:Move(Vec3(0,1,0)) pivot = CreatePivot(steampunk) camera = fw.main.camera camera:SetPosition(Vec3(3,2,-10)) camera:SetParent(pivot) HideMouse() while KeyHit (KEY_ESCAPE)==0 do MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation = Vec3(0) dx = 0.0 dy = 0.0 mx=Curve(MouseX()- GraphicsWidth()/2,3.0/AppSpeed()) my=Curve(MouseY()- GraphicsHeight()/2,3.0/AppSpeed()) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation.x = camRotation.x + my / 8 camRotation.y = camRotation.y - mx / 8 camRotation.x = math.min(camRotation.x, 45) camRotation.x = math.max(camRotation.x, -15) move = Curve( (KeyDown(KEY_W)-KeyDown(KEY_S)) * 5, move , 3 ) strafe = Curve( (KeyDown(KEY_D)-KeyDown(KEY_A)) * 5, strafe , 3 ) fw:Update() pivot:SetRotation(camRotation,1) fw:Render() Flip(0) end ShowMouse() oh, and so far, it does create a controller, but the camera stays stationary and the character is not loaded... or do I need to load the character? I already have it loaded in the editor, so I suspected that it would automatically rotate along the character...
  17. Oh sorry, Dead Space 2. You know how the holographs kind of hang to the side and what not? I'm hoping to kind of offset it from my character to make it look like she pulled it up on a little projector and then zoom in to full screen... kinda hard to describe, but it will make sense when it is finished. My goal for this week is to make a light house ( just need a few more textures ) and make a menu layout.
  18. Found it! Thanks! I knew I heard something about .gmf scaling floating around the forums.
  19. Ahhh thank you. I have been going into my modeling program to scale things, but I don't like doing that because you have to close and open programs too often.
  20. First one is: Is there any .gmf scaling tool? I know I could easily do it in Blender or what ever editor I use, but I just want to know if I'm missing out on something... I've also SetScale on some objects but their collision bounds got all screwed up Second one is: How do you sculpt downwards when you use the terrain sculpt tool?... or any terrain tool... it just won't go down... that's what she said...
  21. Yes, as soon as I get a chance, I will post it on the finished menu on the gallery. I will most likely be done by the end of this week. If you are familiar with the Dead Space games, Star Wars or holographs in general, you can get a feel for what the menu looks like. ... also, I was copy/pasting an incorrectly spelled "menue" through my entire program and I just noticed haha, sorry about that...
  22. Thank you very much. I really like how this can be organised, but I think I am going to use a plane with a texture instead so that I can achieve more of a Dead Space holograph effect.
  23. I had the same problem only to find that it was because of my graphics card. Are you using an Intel Graphics card?
  24. for some reason, I was thinking the values for X and Y would be relative to the Graphics Width and Height with 1 being the size of the entire screen. I think I'll just use a plane and put a texture on it...
  25. I keep getting "exception_access_violation" in all caps.
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