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VeTaL

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Everything posted by VeTaL

  1. I think again about FAQ creation. Maybe, when i would have some free time, i'll do that.
  2. I mean, on this picture it is shown how to get position with bones... How can i get position without bones, just with vertices? http://leadwerks.com/werkspace/index.php?/topic/314-wip-lua-weaponwerks-now-with-video/page__view__findpost__p__2802
  3. 1) Can i (or, probably you) shut down garbage collector(add a function to do this)? And add mutexes to resource manager. 2) Okay then, can i load assets in the second thread from hard drive to operative memory, and in first thread from memory into engine? Josh, can you add this functionality?
  4. This smoke looking like on the picture in both cases: if i use SetWorld(GetLayerWorld(GetFrameworkLayer(1))); or if i comment it.
  5. I see something like this I use: SetWorld(GetLayerWorld(GetFrameworkLayer(1))); TEmitter emitter = CreateEmitter(20,800,Vec3(0,0.2,0),1, _parentEnt); PaintEntity(emitter, g_gunSmoke); SetEmitterRadius(emitter,0.005,0.1); EntityColor( emitter,Vec4(1,1,1,0.1) ); SetEmitterRotationSpeed(emitter,0.1); SetWorld(GetLayerWorld(GetFrameworkLayer(0))); PS: about smoke appearance point i ask in this thread ( http://leadwerks.com/werkspace/index.php?/topic/3036-getvertexposition-usage/ ), but this is another thread
  6. And i have some progress, but i dont like this craches that apperas from time to time. I can load 5000 barrels during gameplay without losing FPS, but those crashes....
  7. Yep, LUA barrel with fire forks fine. I want to make transparent object with C++ PS: C++ and framework, if possible: i dont want to invent my "brave new worlds".
  8. //You can't even load a sound at the same time you are loading a model. All loading has to be done single threaded. Yep, i dont want to load sound paralel with model, i want to load model paralel with gameplay
  9. Thats the main question of this thread: how to change m_pFramewerk->GetTransparency().SetWorld(); to framewOrk
  10. //and the multi-threading ends when that call ends. Er... isn't creation/destruction of threads a heavy operation? Damned, i tried to load meshes (without physic), but also caught this crash
  11. Ah, so this is caused because of Newton... Thanks, now i have new ideas of solving this problem.
  12. I didnt find info on the wiki: http://leadwerks.com/wiki/index.php?title=GetVertexPosition&redirect=no But at least i get syntax info: http://www.leadwerks.com/wiki/index.php?title=Surfaces#GetVertexPosition Also i found my old post, where i asking about this first time: http://leadwerks.com/werkspace/index.php?/topic/1640-access-to-vertex-position/page__p__15160__hl__vec_for_vertex__fromsearch__1#entry15160 In 3DGameStudio i can open model in Model EDitor, then select needed vertex (for example, point in hand, where i want to place weapon, or point on the weapon, where i want to place bullet) and then get position in 3d space. In Leadwerks i saw only FindChild(m_currentAnimationEntity, "FIRESPOT") but how can i get the position of firespot without bone, just with vertex coordinates? In the other worlds, how can i get the number of needed vertex in model?
  13. Thanks, ZioRed, but i was talking about making particles transparent and gave code of my trying to set transparent world. In tutorial, there is //Render the world SetBuffer(gbuffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(gbuffer); But as far as i know, framework already manages worlds and buffers. So, thats what i'm stucked in: how can i render transparent entity (probably particles, not 2d text) in framework?
  14. So, how can i make good emitter using C++ ?
  15. Got this crash while loading objects in the second thread, i got randomly error "setMemBit error: membit already set" While googling, i found that this error is assigined to Blitz: Especially first link solution: How can i fix it? Does anybody stuck with this?
  16. VeTaL

    Parenting

    Well, i load them with TEntity b = LoadModel("abstract::oildrum.gmf"); EntityParent(b, args->pivot); and all models, that are attached to parent, have one bbox for all.
  17. Anyway, this also don't works SetWorld(GetLayerWorld(GetFrameworkLayer(1))); TEmitter emitter = CreateEmitter(20,800,Vec3(0,0.2,0),1, _parentEnt); PaintEntity(emitter, g_gunSmoke); SetEmitterRadius(emitter,0.005,0.1); SetWorld(GetLayerWorld(GetFrameworkLayer(0)));
  18. http://www.leadwerks.com/wiki/index.php?title=Worlds#SetWorld There is not too many info... I saw tutorial on transparency, there is creation of new worlds, changing them and so on... Isnt it done in TFramework ? In another words, is there defined-in-TFramework transparent world? PS: Here it is http://www.leadwerks.com/wiki/index.php?title=Framework#GetFrameworkLayer
  19. VeTaL

    Parenting

    I have a large terrain and a large number of barrels (about 1000). If i load them with one parent pivot, in debug mode i can see that all models haven't their bboxes, but there is one bbox in the middle of them. This cause disappearance of all barrels in one moment, when i move far from center, idk if its because of camera frustum or distance culling (but i just wanted to use parent pivot for moving all barrels) If i load barrels without parenting, i can see bbox for each barrel and they all dont disappear at once. 1) Why parenting pivot creates compound bbox in the middle? 2) How can i control that barrels in the most efficient way (i may want move or remove them)?
  20. I can help only with this link i saw some weeks ago: http://www.codeproject.com/KB/graphics/GPUNN.aspx
  21. This works fine, i'll add video soon.
  22. This is old thread, but i dont want to create new one with the same problem. Looking like this dont works for particles SetBlend(BLEND_ALPHA); TEmitter emitter = CreateEmitter(20,800,Vec3(0,0.2,0),1, _parentEnt); PaintEntity(emitter, g_gunSmoke); SetEmitterRadius(emitter,0.005,0.1); SetBlend(0);
  23. First time i thought about Leadwerks rally car Okay, i PM you, and good luck with repairing.
  24. Okay, i just added directional light, set it to 0 and now i can see ambient... It works, but i spend too many time to understand that ambient light need directional light. PS: Aggror, thank you for idea about directional light.
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