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fumanshoo

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Everything posted by fumanshoo

  1. the link that Josh sent me was very insightful and I now understand a lot more about it but I just can't get the shadowshader...
  2. oh, I see, I'm missing a shadowshader...
  3. I did the unwrap before and after applying the texture and you're right. The texture comes up in the model viewer but the model it's self is still pretty red... It's progress but still imperfect. Now with the skin shader... What I do is I take my texture, which is 1024x1024 and convert it to DDS with MakeDDS. Then I use GenMat to create a MAT file... I come up with: texture0="abstract::dirtied bricks.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag" Is this not how I get a skin shader?
  4. this video is gonna suck because Cam Studio just decided to stop working, so I'm using my iPhone. I don't have a tripod of any sort so I'm using one hand to do a two hand job haha. Ummm here's the video. If i'm doing anything wrong here, please tell me. This is one method I used to export the box/cube and it seems to work the best although it seems that if I select the box last in Blender, the outcome is that I also get materials... http://www.youtube.com/watch?v=3qfCfJ1C5xo&feature=plcp once again, sorry for the quality. I couldn't get my old software to work and I wasn't going for quality in the first place. I just wanted to show that I'm pretty sure that i'm doing it right...
  5. Ok, I'm following the same exact procedures that you're doing. I'll make a video to prove it and If i'm screwing up, please explain what i've done wrong...
  6. ahh, you didn't have a bone... But what if you have a mesh that uses bones such as the one in the first picture that I send? Would it still work?
  7. @ Metatron: you're ONLY exporting the cube? Not the bone that you assigned to the cube? This could have been where I was mistaken.
  8. ok, so I tried that. I exported the brick from Blender as a .dae file and when I tried to use the dae2fbx converter, it sort of just did nothing... It pulled up a window like it was about to do something, but the window quickly went away and didn't convert anything...
  9. maybe if i export .dae then to .fbx. That way I don't have to use Blender's .fbx converter... but I don't know if Blender supports .dae yet. Guess it's time to find out...
  10. I just exported it fine in .fbx with textures, but the bones are missing along with the animation. This is frustrating. In that case, which do you recommend other than .fbx and .obj? 3dw and 3dsx are not supported in Blender by default and plugins are usually more confusing than they should be with Blender. Does 3dw and edsx support animation? I'm not doing .obj because it doesn't support animation... I've got the .fbx with textures but without animation or even bones but the weird thing was that I used the EXACT same procedure. I think you're right. The .fbx converter could be screwed. I cant wait for my check so I can get UU3D. I don't know how much it'll help, but at least i'll be able to see what the hell i'm exporting.
  11. Well that's the thing! As I said, I'm exporting the .fbx and the .obj with the same materials/procedures and it should be there, but it's just not showing up. I applied the dirtied bricks.mat to the brick in blender and then exported it as .fbx. The proper .mat files are listed in the same folder as the .fbx and the .fbx has been converted into a .gmf. I don't see what i'm doing wrong here...
  12. Ok, I don't see what i'm doing wrong here. I have imported an .obj into the Leadwerks which of course doesn't have animation but it works fine with normal maps and everything. I import the .fbx with the required texture, shader and shadowshader but I still come up with wieghts as textures and no animation. The bones still move though. I went through the same process for both of them when I added textures, materials, ect. Here's an image of what i've done to give you a better look at it... I did notice that the .fbx animation failure was not named Mesh at the top of the side panel but rather Mesh:SKIN_MESH. Does this mean that I have applied the skinning properly? I don't see how i'm not getting this right...
  13. Ahhh thank you. Wish I had found this source earlier. I never put skinning into account. I didn't think it would matter so much, but now I understand why. gonna test this out immediately.
  14. so I made this in Blender really quick and it only has one bone but when I play the animation in the model viewer, the bone moves but the mesh does not. I can assure you that the mesh is parented in Blender. That's why the mesh is red. But I don't see why my mesh is not moving forward... The animation is simple by the way. The mesh SHOULD move back and forth between 0-31 frames. Here's a pic to give you guys a better look at it...
  15. Audacity is pretty sweet, but I just converted the .mp3 with http://media.io/t1-v8.jsp?utm_expid=19917220-1&utm_referrer=http%3A%2F%2Fwww.google.com%2Furl%3Fsa%3Dt%26rct%3Dj%26q%3D%26esrc%3Ds%26source%3Dweb%26cd%3D1%26ved%3D0CDMQFjAA%26url%3Dhttp%253A%252F%252Fmedia.io%252F%26ei%3DL1GtUN_MMOGT0QHpsoGgCQ%26usg%3DAFQjCNEebEV6B328Y0OueWNMeCDOFeyCnA%26sig2%3Dj9Ni0fxRreySCto-pUPyeA to save me some time... P.S., Cassius, you get 20 awesome points for always giving me good advice/answers. Thanks . I also have an audio guy working on editing the audio and such for my game, so I don't want to bother with it too much. I only do the converting.
  16. I figured it out using an alternate method, but thanks for the help! What I did was: sound = LoadSound("abstract::02 - Max Out.OGG") if KeyDown(KEY_V)==1 then PlaySound(sound) end oh, and .mp3 doesn't work... it says something about a violation haha I probably should have done it the way you guys said, but in this case, what I did worked out fine...
  17. I would expect that loading some sort of song would be as simple as: sound = LoadSound("abstract::02 - Max Out.mp3") Also, how would I set the position of said sound? I have a record player in le game and I want the music to sort of fade out when I leave the room. Must it be an OGG file?
  18. ok, so I created a dummy object ( a cube in this case ) and parented it to my character and then my camera is parented to a pivot which is at the position Vec3(0,0,0) which is where my character is. My result is that my character spins along the y axis ( basically she spins like a ballerina ) and my camera no longer follows the character and just stays in one place. I guess this is an accomplishment but still not perfection. Here's what I changed in the code for this... dummyObject = CreateCube() dummyObject:SetPosition(Vec3(0,.5,0)) dummyObject:SetScale(Vec3(.5,.5,.5)) dummyObject:SetParent(steamPunk) controllerPivot = CreatePivot(Vec3(0,0,0)) camera:SetParent(dummyObject)
  19. oh wow, ignore those lines of code. They are stupid. I'll fix them tomorrow haha
  20. I did what you told me, gamecreator, and got the exact opposite results haha. The character spins around the camera pivot when I move my mouse rather than the camera doing so. I no longer have time to work on this today, but I'll see if I get it right tomorrow... here's what I changed... dummyObject = CreateCube() dummyObject:SetPosition(Vec3(0,.5,0)) dummyObject:SetScale(Vec3(.5,.5,.5)) dummyObject:SetParent(controllerPivot) controllerPivot = CreatePivot(controller) camera:SetParent(dummyObject)
  21. I see what you're saying, game creator. I don't know why I hadn't thought of that. Testing it out now...
  22. You are such an inspiration to me haha. I just got started with programming in general and I have to say, it's a lot more fun than I thought, but I have had a lot of trouble finding information. Aggror is valuable like you said, but there's just not enough for me to get started on a functional game. And wow, I really do need to go back into the script folder. I looked at it a while back and it was just too much for me. Thank you so much for the wiki and user manual. Pinning these links right away!
  23. Hey, so I'm working on my first ever third person cam in Leadwerks and everything works fine except the fact that when I turn my camera, I can never see the front of my character because as my camera turns, so does my character. I have no idea how to fix this, and I assume it has something to do with parenting the character to the camera pivot, but I don't think that's right at all... I saw something a lot like this on Scarlet Thread's YouTube page which was very interesting, but I have no clue as to how it's done.... here's what I have... require("Scripts/constants/engine_const") require("Scripts/math/math") COLLISION_CHARACTER=1 RegisterAbstractPath("") Graphics(800,600) fw = CreateFramework() camera = fw.main.camera camera:SetPosition(Vec3(3,2,-10)) scene = LoadScene("abstract::animation_test_lab.sbx") scene:SetRotation(Vec3(0,90,0)) -- size^^^ angle^ controller = CreateController(1,.15,.15 , 45,.5) controller:SetMass(5) controller:SetCollisionType(COLLISION_CHARACTER) controller:Move(Vec3(0,1,0)) steamPunk = LoadModel("abstract::steampunk chick re-rig.gmf") steamPunk:SetPosition(Vec3(0,0,0)) steamPunk:SetRotation(Vec3(0,180,0)) steamPunk:SetScale(Vec3(.6,.6,.6)) steamPunk:SetParent(controller) steamPunkPivot = CreateController DebugPhysics(1) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation = Vec3(0) dx = 0.0 dy = 0.0 SetWorldGravity(Vec3(0,-20,0)) strafe = 0 move = 0 --Third person pivot controllerPivot = CreatePivot(controller) camera:SetParent(controllerPivot) while KeyHit(KEY_ESCAPE)==0 do --jump jump = KeyHit(KEY_SPACE) * 6 if controller:IsAirborne()==1 then jump = 0 end if KeyDown(KEY_RALT)==1 then camera:SetPosition(Vec3(0,1,-1)) else camera:SetPosition(Vec3(0,1,-2)) end --spawn if KeyDown(KEY_X)==1 then steamTap = LoadModel("abstract::steampunk chick re-rig.gmf") steamTap:SetScale(Vec3(5,5,5)) steamTap:SetPosition(Vec3(0,0,0)) end --crouch if KeyDown(KEY_LSHIFT)==1 then controller:Crouch(1) cameraHeight = 0.3 moveSpeed = 3 strafeSpeed = 3 else 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 --setting the minimum and maximum camera angles 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() controllerPivot:SetRotation(camRotation,1) fw:Render() Flip(0) end It's pretty fun messing around with camera stuff. Like the super basic camera zoom-in effect I made, but It's still no where near perfection.
  24. Hey, so I finished watching almost all of Aggror (aka Jorn TheUnnison's) videos, which where really helpful, but now I want to learn a bit more, specifically about Leadwerk's Lua script. Could anyone give me a link to some good basic tutorials or anything like that? Thanks in advance.
  25. Ahhhh, Thanks. I think i'll just place the "1". Less work.
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