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bandrewk

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Posts posted by bandrewk

  1. This is a difficult situation because with Aero Microsoft broke the functionality of the Windows API to create a window of a specific size. Really. There's a bug report somewhere on this forum with a link to their actual documentation explaining this.

     

    That's complete nonsense. Just use the AdjustWindowRect Windows API function. I fixed a related bug on another engine with the code below.

     

    //Window
    rectW.left	 = GetSystemMetrics(SM_CXSCREEN)/2 - nScreenWidth/2;
    rectW.top	 = GetSystemMetrics(SM_CYSCREEN)/2 - nScreenHeight/2;
    rectW.right	 = rectW.left + nScreenWidth;
    rectW.bottom = rectW.top + nScreenHeight;
    styleW		 = WS_POPUP|WS_CAPTION|WS_SYSMENU|WS_MINIMIZEBOX|WS_VISIBLE; //WS_OVERLAPPED | WS_SYSMENU | WS_MINIMIZEBOX;
    
    AdjustWindowRect(&rectW,styleW,false);
    

  2. Hello,

     

    Leadwerks is not creating correctly sized windows. When setting the resolution to 800 x 600:

     

    window = Window::Create("UISystem", 0, 0, 800, 600);
    

     

    A window with the window size of 800 x 600 will be created, it seems correct at first but what I really wanted (and expected) this command to do is create a client area with the size of 800 x 600.

     

    Leadwerks behavior:

    post-7919-0-91030200-1393475752_thumb.png

     

    Expected behavior:

    post-7919-0-18364300-1393475758_thumb.png

     

    Thank you.

  3. Well , i agree , it should be in some "FBX import" page in LE3 site some details, to avoid each time having new coming people loosen.

     

    @bandrewk :

    You don't need bones to mark positions on your weapon , you can, just drag and drop your weapon in the scene, than attach "Pivots" as child of the weapon and place them where you need your marking positions.

     

    I can't do anything like that since I'm using 3.0 (C++) and prefabs are completely broken there. Bone markers are favored by my artists too.

  4. That sounds logical and makes sense. I was disappointed because it is not written anywhere in the documentation. But since this is an expected behavior, it is not a problem at all. In this case it was important to keep some of those bones because the model is a weapon and the bones were marking positions that I need to access programmatically i.e. "FIRESPOT", "SMOKE", "BRASS". Thank you for the clarification Bolt and Josh.

  5. Hello,

     

    we have found a bug while importing .fbx files into Leadwerks. Sometimes, for whatever reason, they won't be converted to .mdl files. The editor is not showing any error, quite the contrary, it is logging that the conversion has completed successfully:

     

    Converting "models\petrol station\roof.fbx"...

    Input: C:/Users/x/Desktop/Environment/Environment/Models/Petrol Station/roof.fbx

    Output: C:/Users/x/Desktop/Environment/Environment/Models/Petrol Station/roof.mdl

    FBX: Initializing scene...

    FBX: File version: 6.1.0

    FBX: Importing scene...

     

    The roof.mdl is not existent. I attached the .fbx that is causing this bug.

     

    Thank you.

     

    roof.zip

  6. Hello,

     

    is it just me or are prefabs broken inside Leadwerks 3.0 ? I am not able to create any prefab that does not crash the editor and my application. My application will crash with the following error:

     

    Unhandled exception at 0x0136F8FA in Client.debug.exe: 0xC0000005: Access violation reading location 0x00000000.

     

    The exception is thrown inside Prefab::Load():

    Entity* entity = Prefab::Load("asd.pfb");
    

     

    The Leadwerks editor crashes as soon as trying to open the prefab with ACCESS_VIOLATION.

     

    The documentation seems to be wrong too for the prefab class. I have not been able to find the "static const int NoStartCall" member inside it.

     

    I attached a prefab that is causing the error stated above.

     

    Thank you.

    asd.zip

  7. Since there is no real change log we can't be sure. Anyway, since I posted that bug report no update has been released for Leadwerks 3.0 so it's definitely not yet fixed in the (currently) released version. All these old bug reports that are not yet fixed will make their way back in here anyway when 3.1 is released with c++ support.

  8. Another concept is the world- and view-model: The view model contains the gun with hands attached to it. That's what the player sees in first person view. The world model is for third person view, it's just the gun that is being attached to the players hands in third person.

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