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fumanshoo

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Posts posted by fumanshoo

  1. Yes and surprising well too. It runs at a solid 15FPS with a terrain without textures inside of the Editor. With occlusion culling set to one in the engine, I have about ten thousand polys on screen with textures and ten thousand particles and it runs at 15-20 FPS.

  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. i don't even consider myself a programmer, but i spend a lot of time going back and cleaning up code for no other reason other than being very anal about having condensed/pretty code

     

    It's a good thing you do what you do because I'd be pretty helpless without your help haha

  5. 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
    

  6. 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
    

  7. @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.

  8. 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()
    

  9. 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...

  10. 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.

  11. 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...

  12. 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...

  13. 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...

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