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VeTaL

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Everything posted by VeTaL

  1. VeTaL

    Decals again

    Thats it, solved. Сookies goes to Marleys Ghost But what is going on with fps?
  2. VeTaL

    LeaFAQ

    Got an idea that it would be nice to have FAQ subforum
  3. VeTaL

    Decals again

    Tested this and that ( http://www.leadwerks.com/werkspace/topic/2786-decals-on-surface-from-bullets/ ) and some more examples ( http://www.leadwerks.com/werkspace/topic/439-are-decals-working-in-2-3 ) - but still cant see decals Any ideas on this?
  4. Thanks, i'll test it and share results.
  5. Found old thread: http://www.leadwerks.com/forum/viewtopic.php?f=1&t=5941 I'm starting to work with attaches, now just collecting info.. any news on it?
  6. Continuing tutorials theme: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/artwork/tools/
  7. VeTaL

    LeaFAQ

    It was my dream for a long time, to create a usefull FAQ with solving some actual problems and examples. Begginers would be able to find usefull info, experienced ones could refresh some knowladges here (at least, its my dream). As i have more free time now (i already got my Masters degree), now i can spend some time on FAQ. The main idea is to collect there all usefull threads with solutions from this and old forum. Okay, lets start. Programming General Tutorials How can i get Leadwerks Engine Source? Entity commands speed test - extremely interesting and usefull thread Packing scripts folder DrawImage and Transparency Custom font FPS way to shoot Unparenting Obtaining the model/mesh file names Terrain raw file output format Converting animated models with UU3D Program execution speed on different PC? Soft particles How to set FOV? Turn off console for Release build(in the bottom of the page) Semi-transparent models C++ How can i use pak-files? Can i set a password? Make Cyrrilic Font in LE Playing video on texture Integrates Ogg Theora playing into LeadWerks Newton body's "bullet" mode GetVertexPosition usage, example included How to use decals? example included Decals disapperaing Attaching equipment, example included Determine positon of model child Ingame mirror recommendation Loading process vizualisation Get UV coords from trace Cegui initialization [example] C# Starting Up Leadwerks + C# LUA Reading Lua Class Properties from C++ HowTo using LUA script as data file Reading Lua Class Properties from C++ Shaders Disable back face culling Fix the alpha problem in leaves of certain trees Editor How to get vegetation to appear in the menu? Troubleshooting "Can't open scripts/classr" error Terrain texture render problem OpenAL is not installed? Mem Usage Grows Continuously (LUA and garbage Collector) Alpha blending issues when planes are parented This post will be updated, of course. Any help is wellcome I'm trying to add at least 1-2 posts each day.
  8. Thanks, macklebee and Lumooja, i'll update my first post to finish this "tutorial" as i got SetZipStreamPassword to work. Moreover, i still have an idea of creation of FAQ with simple questions like this.
  9. I saw some threads about this problem, but still cant find clear solution. Okay, lets rock: 1) Created new project with Project Wizard in "Z:/fps", launched - thats ok. 2) Change AbstractPath to RegisterAbstractPath("Z:/fps"); Launched - get a crach - thats ok. 3) Moved shaders.pak to Z:/fps - now i get level without textures - thats ok. 4) Created folder Z:\fps\Content\ and moved there Now i got normal level... you saw that picture hundreds time, so i wouldnt post it here 5) Now i zipped Content folder with "Store" method (also tested "Normal" and "Best" they all works fine) and without passwords. Important thing is to check ZIP format to archive. Rename Content.zip to Content.pak - this works nice. 6) Last step is to make new Content.pak with password. I made it with password "12345", then i add in engine SetZipStreamPassword("Content.pak","12345"); And it works ok again. 7) Last step is to test different passwords for different archives. I make pak1.pak with cobblestones.dds and cobblestones.mat with password "12345" and pak2.pak with cobblestonesdot3.dds with password "123456" Next is to add SetZipStreamPassword("pak1.pak","12345"); SetZipStreamPassword("pak2.pak","123456"); And it works ok. PS: this post is written in step-by-step style, i hope this will clear up for others in a future(when this "manual" will be finished), how to work with packages. PPS: ONE MORE IMPORTANT THING: path should be "../Content", not "..\Content"
  10. Maybe a tutorial or something like that? I also faced that problem some months ago.
  11. [offtopic] roland, i also prefer using "_name" for private members. [/offtopic]
  12. VeTaL

    OpenSteer

    Paulson's game include wrapper for OpenSteer, if i dont miss things.
  13. imo, tournamentdan is right about multi threading
  14. This is quite usefull for me... What about creation of new FAQ?
  15. Well, try to add this to bugtracker. (at least, link to this thread) If Josh would fix all last bugs and release 2.45 or 2.5 - that would be just perfect
  16. VeTaL

    Tools and Stuff

    Great, nice news
  17. Have no idea in shaders, but maybe you can try to use old shaders pak?
  18. //Scaling should be possible, if I study the phy file format a bit, and change the phy file according to the mesh's scale. this should be great btw, looking like i can help with writing tutorial on Rick's RakNet old demo.
  19. If i were Josh, i would look closely at http://www.adrianboeing.com/pal/index.html#intro, cause this poll shows that different projects (and different people) need different physics. Furthermore, if i would make some... well, crane simulation - i would prefer to use old good accurate Newton
  20. //Increased amount of textures extremely needed
  21. Heh... on the Leadwerks forum nobody knows about OIS.... and on the OIS forum, of course, nobody knows about Leadwerks ><
  22. Good idea, but Rick is absolutely right: the problem is different scales for different instances of one model. Moreover, i created this roll to get know, if anybody found solution, just not to invent a wheel again
  23. idk, maybe they are, but lua starts working after phy-files are loaded.. or not? well, i'll check
  24. //I seem to remember scaling and newton bodies I'm talking about creation new phys-bodyes, depending on new scale of visual body //So unless you delete the .phy file you will simply have a larger or smaller mesh with the same .phy file dimensions. Got a crazy idea about making *.bat file or so, which would replace all *.phy files with one special smallcube.phy (which describe small cube )
  25. //Sounds like physics bodies in Newton can't be resized so this could cause issues around that and collisions. Well, just grab that script and try it out, like me Its quite simple indeed, should work
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