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cocopino

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Posts posted by cocopino

  1. I am seeing the exact same issue in LE 2.50.

     

    I've tried 3 separate Windows systems having 3 different videocards, but it doesn't seem to matter. "Groups" inside an animated model are switching on and off. It must be a relatively new issue though, models that were always fine now have this problem in the 2.5 modelviewer.

     

    Oddly, when loading the same model inside a (Blitzmax) program and then using a debug build instead of release, it does not happen. Also, when not animating, the flickering stops (the group stays either visible or invisible). Hope this helps.

  2. The problem is not LUA but the way LUA is implemented.

     

    1. The built-in script editor is bad. Yes, I use a separate "IDE" (Notepad ++) but to get it working I need to close and reload the script in Sandbox every time I make a change to make it work.

     

    2. I want to know why, and even more importantly, where my script is crashing. A report saying "mymodel.lua crashed on line 86" would be the bare minimum.

     

    3. When one of my scripts has crashed, this should not be able to effect any other scripts. If a model's script is failing this should not affect the loading of my scene or any other scripts. (This would be less of a problem of course if I actually knew what caused the failure in the first place, see point 2.)

  3. Look over here: http://www.leadwerks.com/wiki/index.php?title=Entities#SetEntityUserData

    You can create your own custom class and circle reference this class in userdata, like (Bmax code):

     

    Type TCharacter
    Field Body:TBody
    Field Mesh:TMesh
    Field Health:Int = 100
    Field State:String = "hostile"
    End Type
    
    myChar:TCharacter = New TCharacter
    myChar.Entity = LoadMesh("mychar.gmf")
    myChar.Body = CreateBodyBox(1, 1, 1)
    EntityParent(mychar.Mesh, mychar.Body)
    
    myChar.Body.userdata = myChar
    

     

    Funny enough, this will not crash and is very useful.

  4. Your models need to to converted to gmf format first, and then placed in the "Models" directory. Restart the Editor and your models should be in the list.

    There should a fbx2gmf.exe and a dae2gmf.exe in the "Tools" directory.

     

    Also, you will need a texture (dds) and create a material for your model.

    You can try this tool for easy material creation.

  5. With the new C# headers, I hope people will start using C#.

     

    I'm not sure about a shipping game, because it kinda feels wrong to oblige people to download and install a 300MB framework (even when most users will have it installed already) But for anything else (editors,tools etc.) C# is the perfect solution. Thanks for your hard work.

  6. Yes, that's what I meant post #9:

    if the controller/character is in between two waypoints (distance controller->waypoint2 is smaller than distance waypoint1->waypoint2) delete the first waypoint and go straight to the second.

  7. ...ahh..thats actually not error..whats going on is that returned start node is closest to character at moment of click and its returned in new calculated path...obviously, such fast clicking causing that returned path is with same start node simply because character is at that moment simply closest to that searchable node...and thats about it..every time click is made, new path is created and old one discarded...thats all..

    Hey, you told me to test so I test :lol:

    But actually, when playing a Command & Conquer style game this can happen quite often. It does look a bit weird, doesn't it?

  8. It's not really "jumping back" but more "going back".

     

    As you can see in this picture, the character is heading the wrong way:

    post-79-097139800 1282823180_thumb.jpg

    You can simulate this by left mouse doubleclicking, the second click a little distance away from the first click.

     

    This is what happens on my Nvidia 9600M GT (ATI HD4890 is working fine):

    post-79-009154000 1282823404_thumb.jpg

     

    Driver version 8.17.12.5896 which I believe is the latest.

  9. Ran perfectly fine on my ATI desktop, I can see now why the character is "jumping back", he's returning to the previous node.

    Maybe you can delete that first node if the character is already on his way towards the second one.

     

    Did you use smartpacker/molebox/something like that?

  10. I do have some problems on my laptop (see specs); there's just a gray screen.

    When enabling debugphysics with right mouse, I do see the bodies, but nothing else.

     

    When clicking with left mouse to select a destination, and then clicking right next to that destination, the cylinder will sometimes "jump back" a square, and then continue to go towards the new destination. Note that I always keep the right mouse pressed (otherwise I'd see nothing)

  11. A good thing to remember when coding is: when you're copying the same code over and over again, there must be a simpler way :blink:

     

    A function like this (not tested, hope you get the general idea):

    function BuildGrid(maxX:int,maxY:int,numbdata:int)
    
           For Local loopy:Int = 0 To maxY
                   For Local loopx:Int = 0 To maxX
                           ReadData numbdata
                           grid:Int[loopx,loopy] = numbdata
                           SetColor 255,255,255
                           'SetScale(2,2)
                           DrawText numbdata,loopx*GRID_SIZEX+8 + offsetx ,loopy*GRID_SIZEY+8 + offsety
                           SetScale(1,1)
                   Next
           Next
    end function
    

     

    will half your code in size. More importantly, when you want to change anything you'll only need to do that once instead of tracing your code in every single loop you made. You can call the function like this (example):

     

    BuildGrid(GRID_HEIGHT-1,GRID_WIDTH1-1,numbdata1)
    

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