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fumanshoo

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Everything posted by fumanshoo

  1. ^ so in that link up there, it's just a screen cap of a camera node that I made. In order to create a starting node, are you not supposed to double tap the node that you want as your starting node and then go to the camera node tab and then click on a True or False box?
  2. ok, I've made progress but ran into another problem. I used a whole different mesh because the one that I gave you was rather complicated, so I used a separate one. The less complicated one says that it has 250 keyframes of animation and the bones are moving but the mesh it's self is not moving. Also, the texture is coming up as the weight paints... I'll send it over....
  3. yeah, I'm using .obj for things like architecture and what not. And testing what Chris said right about now. wait, Chris. What do you mean by "you have to go from .blend to .gmf"? The median is .fbx, correct? Or am I missing out on some freaking awesome software that converts .blend directly to .gmf? 0.o
  4. ok, so now It's saying "Unexpected End of Stream" when ever I load them into the Model Viewer, but I haven't changed anything. And if I try to bring it into the Editor, It says the same thing, displays a message that soon disappears and then the editor shuts off.
  5. No, I've converted it. I've gotten my mesh into the model viewer using .fbx and .obj (converted then into .gmf of course), it's just that the animations wont work. Sorry for not clarifying there... and I'm buying UU3D ASAP. I've been saving up for quite a while and i'm exited to use it. And as for you, Chris, I made the same mistake millions of times and learned the hard way how to fix it.But you have to export the rig as well, am I right? Just making sure... I've got converting .blend to .obj to .gmf down pretty solid and the textures work and everything, but .fbx is giving me some trouble. Textures don't work using .fbx but that doesn't matter really right now. I just want some animation to make this scene more interesting to be honest. If you could tell me if converting textures with .fbx is different with .obj that'd be nice though...
  6. Hey, so i've been trying to get this to work for a little while. I'm trying to import an fbx model with animations and It's not really working... i'm using Blender to create and export the models if that helps any...
  7. wow, thank you so much you have no Idea how helpful this is. And as for the controller:SetPosition(camera), I don't really know how that got there... I was working on two projects at once late at night, so maybe something happened there...
  8. Ah, thanks. I couldn't quite remember which video I had watched gave me the idea that there where 33 million at once but damn, I didn't realize how powerful this engine is! The trees and grass are moving too! Thanks for that
  9. so I've been working on a first person controller, and I fixed a few things, but I'm stuck with one last problem if you guys would be so kind to help out.The problem is that the controller goes backwards, forwards, left right like it should, but when I turn the controller, I realize that the "WASD" keys are moving the controller according to the world, rather than the controller. So if I look diagonally, It still goes backwards or forwards according to the world... here's the script require("Scripts/constants/engine_const") COLLISION_CHARACTER=1 RegisterAbstractPath("") Graphics(800,600) fw = CreateFramework() camera = fw.main.camera camera:SetPosition(Vec3(3,2,-10)) light = CreateDirectionalLight() light:SetRotation(Vec3(45,45,0)) scene = LoadScene("abstract::animation_test_lab.sbx") scene:SetCollisionType(1) scene:SetRotation(Vec3(0,90,0)) controller = CreateController(1.8,0.3,0.5 , 45) controller:SetMass(5) controller:SetCollisionType(COLLISION_CHARACTER) controller:SetPosition(camera) controller:Move(Vec3(0,1,0)) DebugPhysics(0) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation = Vec3(0) dx = 0.0 dy = 0.0 strafe = 0 move = 0 while KeyHit(KEY_ESCAPE)==0 do 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 camera:SetRotation(Vec3(camRotation.x,camRotation.y,1)) move = Curve( (KeyDown(KEY_W)-KeyDown(KEY_S)) * 5, move , 3 ) strafe = Curve( (KeyDown(KEY_D)-KeyDown(KEY_A)) * 5, strafe , 3 ) controller:Update(0, move, strafe, jump, 25 , 10) fw:Update() camera:SetPosition(Vec3( controller.position.x, controller.position.y, controller.position.z )) fw:Render() Flip(0) end
  10. hey guys, I saw a while back that you could have some odd 33 million triangles ( or polys, I forgot which one ) on screen at once in the Leadwerks game engine, but I was just wondering, how many animated triangles could you have? Sorry if that's a dumb question, but I just wanted to see how many animated characters I SHOULD have on screen at once.
  11. It made me look at it outside of the editor heh. It was amazing how instantly it came to me though! ... although there are still a few tweaks I have to make to perfect this. For example, the camera moves at an angle instead of normally but i'm sure i'll figure it out.
  12. ahhh, sorry for that, I found my flaw. I forgot to change GraphicsWidth to GraphicsHeight, sorry guys!
  13. I know that this is a really noob question, but I am extremely new to programming in general and I've been pretty closely following Jorn theunissen's videos, specifically this one... and after following the tutorial, everything worked until I "attached" the 1st person camera. So far, I've got the camera where it's supposed to be this far into the tutorial, but it wont stop spinning to the left. If anyone would be willing to explain why this is happening and how I can fix it, it would be much appreciated. errr, I don't think my attachment properly uploaded... here's what I've written... require("Scripts/constants/engine_const") COLLISION_CHARACTER=1 RegisterAbstractPath("") Graphics(800,600) fw = CreateFramework() camera = fw.main.camera camera:SetPosition(Vec3(3,2,-10)) light = CreateDirectionalLight() light:SetRotation(Vec3(45,45,0)) scene = LoadModel("abstract::GeneralVisualizationoftheSlums.gmf") scene:SetCollisionType(1) scene:SetRotation(Vec3(0,90,0)) controller = CreateController(1.8,0.3,0.5 , 45) controller:SetMass(10) controller:SetCollisionType(COLLISION_CHARACTER) controller:SetPosition(camera) controller:Move(Vec3(0,1,0)) DebugPhysics(1) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation = Vec3(0) dx = 0.0 dy = 0.0 strafe = 0 move = 0 while KeyHit(KEY_ESCAPE)==0 do gx=Curve(MouseX()- GraphicsWidth()/2,gx,3.0/AppSpeed()) gy=Curve(MouseY()- GraphicsWidth()/2,gx,3.0/AppSpeed()) MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) camRotation.x = camRotation.x + gx / 8 camRotation.y = camRotation.y - gy / 8 camera:SetRotation(Vec3(camRotation.x,camRotation.y,1)) move = Curve( (KeyDown(KEY_W)-KeyDown(KEY_S)) * 5, move , 3 ) strafe = Curve( (KeyDown(KEY_D)-KeyDown(KEY_A)) * 5, strafe , 3 ) controller:Update(0, move, strafe, jump, 25 , 10) fw:Update() camera:SetPosition(Vec3( controller.position.x, controller.position.y, controller.position.z )) fw:Render() Flip(0) end
  14. Wow, the vertex painting is a bit of info that YouTube does not have to offer Thank you all for these responses, it was kinda hard for me to find out how good uu3d really was. Can't wait to purchase
  15. wow, that's a nice feature with the .mat and what not. From what i've seen, it shows the bones of your rigged character, can you manipulate them in uu3d or no? I've only got a few more bucks to save so i'm really exited thanks for the feedback guys!
  16. Hey guy quick question about uu3d. I noticed that a lot of you favor uu3d and i see that it converts to gmf pretty well, but I just wanna know a few things before I purchase. 1. How well does it convert .fbx into .gmf 2. How well does it convert animated .fbx meshes into .gmf 3. How well does it convert .fbx meshes with textures into .gmf I know it sounds like a stupid question, but I can't save in the trial version and It seems to work all right, but I'm still skeptical.
  17. No worries I should be the one apologizing, worrying the forums like that. I could see why you would all think that i'm a pirate. Just glad I've got it up and running and I can't wait to make something nice for the Leadwerks community
  18. The only reason I change the settings is to play Borderlands My laptop isn't all that and when I change the settings a bit, it runs fine. I'll be more careful about that next time.
  19. Not a pirate, I finally fixed it, and the problem was not the registration code, I have that but I did not have the LESDK installer. I found that, ran a clean install and Leadwerks worked fine. But the textures where off, so I think I might want to add that if you change your Intel Graphics Texture Quality to "Performance" the textures look like **** and if you change the Vertex Processing to "Enable Software Processing", Leadwerks wont turn on, or at least in my case...
  20. well i did all of this and i'm still not getting anything. i made the mesh in Blender and then exported it as an obj, and when i do that, it has both an obj and an mtl file ( the mtl containing the textures ) i convert the obj to gmf and then convert the mtl to dds and then the dds to mat. that way, i have a gmf file AND a mat file. so i assume they should both come up in the model viewer, but they don't. am i doing something wrong?
  21. i'm really late on this, but i like both PhysX and Bullet. dont know very much about them, but i am really looking forward to cloth physics being in leadwerks... if that ever happens.
  22. this is probably a really noob question, but i was trying to apply a texture, and i got it to show up on the material viewer, but i dont know how to apply it to my mesh. is this done in the leadwerks editor or in the model viewer or maybe i'm totally wrong about the whole thing. and also normal maps. i can't get normal maps to look anything like normal maps... if that makes any sense lol.
  23. nevermind. it's gen mat and then you have all the textures. got it.
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