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jamesmintram

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Everything posted by jamesmintram

  1. I still haven't managed to fix this. My Code for creating a copy is as follows: Model *fullComputer = Model::Load("Models/Borgs/combinedAnimations.mdl"); Model *fullHuman = (Model*)fullComputer->Copy(); fullHuman->CountAnimations(); returns the same as fullComputer->CountAnimations (); However, fullHuman remains un-animated. Is this likely to be a bug? Regards, James
  2. Hi Guys, I need to copy a model to assign a different material to it. To do this I use Entity::Copy(). However, the copied entity does not seem to animate, I have queried the number of animations the copy has and this is reported correctly. Is there anything in addition to Entity::Copy() that I need to do so that the animations work with the copy? Regards,
  3. That does make sense. If that is the case, then I assume Leadwerks created a window 1024x768 INCLUSIVE of the Border/Titlebar? I will checkout what this looks like on a mac and on iOS tomorrow. Regards, James
  4. Thanks for the replys guys! I went with: Entity *EntityByName (std::string name) { for ( int t = 0; t < world->CountEntities(); ++t ) { Entity* e = world->GetEntity(t); if(e->GetKeyValue("name") == name) { return e; } } return 0; }
  5. Hi Everyone, Me again! I am having an issue with drawing images to the screen, it appears the coordinates gradually deviate the further away from the top left you try and draw things. I have a piece of code which does this: for ( int t = 0; t < winHeight + texHeight; t+=texHeight ) { context->SetTranslation(0, 0); context->SetScale(1, 1); context->SetRotation(0); context->DrawImage(m_BlockTex, 0, t); } winHeight is 768 and texHeight is 64 Therefore 12 images should be drawn and fit on the screen vertically. However, as you can see from the attached image this is not the case. Anyone know what might be going on? Regards, James
  6. Hi, I am trying to work out the best way for me to find an entity in the world after using Map::Load. I have an entity I have positioned in the Leadwerks editor with the name "SkyBox", after calling Map::Load what is the best way to retrieve this entity (in C++) Regards, James
  7. In a current project I am working on I have 1 model file which has a set of materials for each team. In the editor, I can assign materials to a model and save the mdl. There does not appear to be a way to create a shallow copy of the model with different materials applied. This means I have to create a template model, then in code I can fix up the materials manually. This doesn't scale very well as I have to write a load more code for each new set of materials I would like to apply. Is there some way to create a shallow copy in the editor which would identical to the original, except I could assign different materials in the model viewer?
  8. I currently have a model which has a surface that is completely covered by a transparent surface. As far as I can tell it is impossible for me to assign a material to the surface obscured by the transparent surface in the editor. Everything I try dragging a material into the obscured surface (even having set the material opacity to 0), the material is assigned to the jobs during surface. One way to solve this would be to allow the dragging of materials onto surfaces in the treeview , the other option would be to allow the user to hide certain surfaces for this purpose. From a workflow point of view, I would prefer the first option, although it would also be useful to have the option of hiding parts of a model in the model viewer.
  9. I would suggest the animations are displayed within a list box where they can be reordered to suite the user. Would it also be possible to name them?Even if this is just an editor feature and the names where not available in code, it would help.
  10. I guess we would like to specify a set of commands that are run in a shell environment. The shell environment would be started in the project directory with the destination directory and target platform set as environment variables. The commands would be run before any of Leadwerks publishing code (So that any extra assets we may copy into the project directory will get packaged up during publishing) One thing we could use this for is the optimization of our own assets for different platforms. For example we have code that can load a set of assets and position them on screen from a JSON file during development time. We would like to be able to run our tool which extracts only the specific data for the platform we are targeting with that build and convert it into the optimized binary format. There will probably be loads of other uses we would find for such a facility but that is one that currently comes to mind. Regards, James
  11. It would be great if we could hook into the publishing process so we can run our own tools for processing content per platform. Ideally there would be support for arbitrary commands, therefore we could use shell scrips and our own programs. It would be good if we could specify commands per platform and commands that are run on all platforms. The programs being run would need to know the target platform (maybe through environment variables?) These would be project level settings, so they are versioned and distributed with the project. Regards,
  12. Thanks for your very quick reply. I have been reading around and am very impressed; I think I have made my choice! Regards, James
  13. Hey guys, I am evaluating Leadwerks for a project I have at work, one of the requirements is the ability to integrate libbass for the purposes of recording and playing back sound on Android and iOS devices. Is this possible with leadwerks?
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