-
Posts
1,272 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Everything posted by VeTaL
-
I think again about FAQ creation. Maybe, when i would have some free time, i'll do that.
-
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
-
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?
-
This smoke looking like on the picture in both cases: if i use SetWorld(GetLayerWorld(GetFrameworkLayer(1))); or if i comment it.
-
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
-
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....
-
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".
-
//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
-
Thats the main question of this thread: how to change m_pFramewerk->GetTransparency().SetWorld(); to framewOrk
-
//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
-
Ah, so this is caused because of Newton... Thanks, now i have new ideas of solving this problem.
-
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?
-
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?
-
So, how can i make good emitter using C++ ?
-
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?
-
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.
-
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)));
-
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
-
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)?
-
I can help only with this link i saw some weeks ago: http://www.codeproject.com/KB/graphics/GPUNN.aspx
-
Tuesday - map almost completed
VeTaL commented on Flexman's blog entry in CombatHelo Blog (RSS Import)
City looks great -
This works fine, i'll add video soon.
-
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);
-
First time i thought about Leadwerks rally car Okay, i PM you, and good luck with repairing.
-
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.