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cocopino

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Posts posted by cocopino

  1. In any case, cocopino's apps here do a great job... it really does help. You add the interface for a converter and you'll have a fantastic super app.

    Nice to hear it's being useful.

     

    It's very easy to call the different *2gmf.exe programs according to filename extension, I didn't because I didn't see use for it. When in need of a converter, almost always I need to scale the object as well. And, when scaling the object I've already opened the model in UUnwrap and need to save it anyway.

     

    Should the *2gmf.exe programs get a command line scaling option, I'll surely add this and rewrite the app so it will create and run a batchfile doing all the converting while we ourselves can do something useful.

  2. Ok, another version here, not really polished but it should be workable.

    The code has become a bit of a mess, a lot of optimization can be done there. But as soon as you stop dragging nodes around, there won't be any impact on FPS (apart from the few polygons that are added to the scene of course)

     

    Cable.zip

  3. For other software, like the texture converter, option dialogs will probably be available. However, this is not necessary for a model conversion, since there is basically only 1 way a model can be converted to GMF.

     

    I know this can be slightly debated, but essentially, if you have a valid 3D model, it should be converted into GMF without options.

    Well, a scaling option would be really, really nice.

    When buying an assets pack most objects are at correct scale compared to other objects inside the pack, but not at Leadwerks scale.

  4. Highlights of the engine are the ease of use (very nice API command set), the price, the activity of the community and the quality of rendering.

    But as Rick said, it's not really complete in the sense that you'll need to program many things yourself. If you have no problem with that, I see no problems with your list.

  5. Yeah, if you expect it to be completed in several months. A full fledge game project manager with at least the functionality of all the software I had mentioned would take a single programmer months to complete, especially if you expect something of decent quality, and practically no bugs. That is, of course, if you meant building the whole system from the ground up and not just injecting into existing software.

    I built mine in two days. It's not really "full fledged" but does what I want perfectly.

  6. Sow for 160 euro's I think I have pretty decent graphics power in my computer.

     

    Not to be (very :) ) annoying, but I paid less for my HD4890, over a year ago now. Did you already have a 9600 and decided to "upgrade" to a second one or was the double 9600 a deliberate choice from the start?

  7. I purposely don't use physics at all in my solution, because Michael stated he didn't need it, and it will most likely mean more calculations for the engine.

    I'm going to pursue that as well so both physics/non physics solutions will be available.

     

    Cool huh Michael?

  8. I don't know how will be different the code from the new incoming wrapper, but I wrote a "getting started" which used the 1.32 version of the wrapper (I don't think the new wrapper will be enough different to invalidate that tutorial or the other one I wrote for Lights, if needed I will update them when the new will be released).

    Thanks ZioRed, that worked!

    Have you (or anyone else) got it working inside a container, so I can use the Windows Forms Controls at the same time?

  9. This weekend I'll probably have my LUA implementation done; It has a lowest Y value and a lowest segment value so you can make it bend realistically when one of the nodes is higher placed up than the other.

     

    Wouldn't mind looking at your code though MasteR.

  10. Hi,

     

    After getting pretty fed up with jerking around with material files all the time I decided to write this little program to batch convert images to DDS files and creating accompanying mat files along with them. Just posting it here in case others find it useful too. You can add more shader options by creating extra files in the templates folder.

     

    I'm not sure I'm allowed to distribute makedds.exe so I didn't. You'll need to look it up in your LeadwerksSDK/Tools folder.

     

    Vista/Windows 7: Placing the program in folder "Program Files" might cause problems if not run as Administrator.

     

    I've also included a little program to batch rename filenames, which helps me achieve the mandatory "models_buildings_medieval_house1.gmf" naming convention by using regular expressions.

     

    BE VERY CAUTIOUS WITH RENAMER.EXE!

     

    Using it on important files (e.g. your system32 folder) might lead to you having to re-install Windows and/or having a less than pleasant day.

    Automat.zip

  11. In Blitzmax you use Byte Ptr, something like:

     

    SetEntityCallback (mesh, Byte Ptr(myCallBackFunction), ENTITYCALLBACK_COLLISION )
    
    Function myCallBackFunction( ent:TEntity )
       'do stuff here with ent
    End Function
    

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