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drarem

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Everything posted by drarem

  1. I booleaned the object down instead of having multiple objects joined together, exported fbx and although the convex shape look still like a curtain although less complicated, the collision and movement is working as expected.
  2. My issue is, with physics turned on convex doesn't look right. I modelled a generic lunar lander, around 1900 polys. I'm testing a little complex modelling with it. I follow this method blender: export 'joined' model to leadwerks .FBX format directly into project models folder LE3: right click added model, add convex shape physics tab, add mass of 15.0 (tried 1.0 too) Either shape file or the dropdown convex gives me the attached image, collision looks like a cone shape With no collision, i can manipulate the 'lander' just fine. With box, sphere, or convex it hangs in the sky. I can barely turn it. I'm wondering it might be because i have some of the parts of the lander going through other parts before joining it as a single mesh. Thanks.
  3. Is there a link to the updates of what's in the latest beta?
  4. I can add via the editor, then it asks me to allow real time rendering and now the one I created in the editor is visible. This manual one still isn't visible.
  5. I'm using this code in my App Start(), but not seeing particles when running. I can place a sphere in same spot with no problem. emit = Emitter::Create(1000); Material* material = Material::Create(); material->SetDepthTestMode(false); material->SetBlendMode(Blend::Alpha); material->SetShader(Shader::Load("Shaders/Particles/default.shader")); material->SetTexture(Texture::Load("Materials/Effects/smoke_particle.tex")); emit->SetMaterial(material); Vec3 gpos = ents->getpos(player); //place emitter at set position (down below, also placing a sphere at same position to confirm placement) emit->SetPosition(gpos.x+5, gpos.y+5, gpos.z+5, true); emit->SetEmissionVolume(Vec3(0.5,0.5,0.5)); emit->SetDuration(26000); emit->SetVelocity(0,-.5,0,0);//sets negative y velocity emit->SetVelocity(0,1,0,1);//changes the random velocity emit->SetRotationSpeed(15); //the particle will now rotate at 15 degrees per second emit->AddScaleControlPoint(1,1); //sets inital scale to 1 emit->AddScaleControlPoint(5,5); //sets final scale to 3 emit->AddAlphaControlPoint(0,0); //sets inital alpha to 0 emit->AddAlphaControlPoint(1,1); //sets final alpha to 1 emit->SetColor(.87,1,.9,.6,0); emit->SetColor(.81,.85,.87,1,1); //place sphere is same spot that smoke would be, but the sphere will fall to the ground when run. ents->setpos(bx, Vec3(gpos.x+5, gpos.y+5, gpos.z+5));
  6. I think in the Scene tab you can drag the cockpit under the camera (or vice versa), to make it a child. Then when you move the camera around, the cockpit will follow. In Lua, you might use something like a SetParent command.
  7. Do I have to go into windows or a VM to create distribution of .zip file, or can I do it from within Linux? Thanks.
  8. drarem

    fullscreen?

    With the latest beta, this works: ...1920,1080, window->FullScreen); Thanks.
  9. drarem

    fullscreen?

    How do I access the beta version? i'm 'opted in' for beta in steam.. Update: Nevermind, I think I found it.
  10. * Middle mouse button -scroll over Scene and open assets (graphics view) window. * Duplicate project option, both Lua and C++
  11. drarem

    fullscreen?

    I'm using the indie version (C++), and am having trouble finding a simple example to set my screen to fullscreen. I've tried the following but it doesn't compile. window = Leadwerks::Window::Create("mytest", 0, 0, 1920, 1080, window.FullScreen); window = Leadwerks::Window::Create("mytest", 0, 0, 1920, 1080, Window::FullScreen); window = Leadwerks::Window::Create("mytest", 0, 0, 1920, 1080, FullScreen); window = Leadwerks::Window::Create("ColossusFactor", 0, 0, 1920, 1080, window->FullScreen); This compiles and runs, but it's not 'full screen', as in I still see the title bar and bottom of task bar/launchers/notifiers/etc window = Leadwerks::Window::Create("ColossusFactor", 0, 0, 1920, 1080, window->FullScreen); Running XFCE 64bit Ubuntu 14.xx
  12. How would I determine if my character collided with another prop or scene, and then proceed to call a function such as 'pick it up'? I have for a coin: currEnt->SetCollisionType(1); Then my player has it's collision type set to 1 (a prop). I can call 'collisiontype' and that's all it returns on my player entity. I collide with the coin but don't know how to check for that specific coin in the code. Thanks.
  13. Figured it out. Changed torque to SetPhysicsRotation and then.. AddForce(x,y,z, false);
  14. Correct, how to use entities with C++. I'm trying it this way, so far except for maintenance when i add a new object I want to manipulate, it seems ok. What I want to do is only update the enum, change the enum item to a string so I can match it automatically in the pre-loader function. Perhaps something like this or with the hooks, could be implemented in the leadwerks engine, where you can manipulate the object as named in the editor. enum { none, barrel, cardboardbox, ship1 } entities *ents; ents = new entities(world, 255); // up to 255 objects ents->turn(cardboardbox, 0.1, 0, 0); // rotate cardboardbox entity
  15. I can add a force and torque, how do i get it to move in that direction once torqued?
  16. I took the plunge and steam-purchased both lua and c++ versions. BTW running x64 Linux LXDE (Ubuntu). So far pretty neat stuff. Is there a better option to my idea of creating a preloader for something like this in c++? I found the code below in the forum, and perhaps want to enhance it so I don't have to loop through all the entities to find the one I want to make an impact to. list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end(); ++iter){ Entity* currEnt = (*iter); // cout << "Entity loaded: " + currEnt->GetKeyValue("name") << endl; if (currEnt->GetKeyValue("name") == "barrel1"){ currEnt->Turn(0,0,1); } In psuedo, here's what I'm thinking of doing.. enum { bear, pot, pan, knife, gun, gold piece }; class Entities; Entities entities = new Entities[255]; // up to 255 'objects' list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end(); ++iter){ Entity* currEnt = (*iter); if (currEnt->GetKeyValue("name") == "bear1"){ entities[bear].entity = currEnt; } if (currEnt->GetKeyValue("name") == "pot"){ entities[bear].entity = currEnt; } .. .. // now i know how to move or kill the bear for example // or pick up the gold piece, only if i can figure out how to check for collisions in c++
  17. I assigned this script to my camera->Object, but it doesn't seem to move. Script.window = Window:GetCurrent() Script.move = Vec3() function Script:Start() self.rotation = self.entity:GetRotation() self.entity:SetFriction(0,0) self.move = Vec3(0,0,0) end function Script:UpdatePhysics() self.move = Vec3(0,0,0) local movespeed= 10 if (self.window:KeyDown(Key.Up)) then self.move.x= movespeed * Time:GetSpeed() end if (self.window:KeyDown(Key.Down)) then self.move.x= -1 * movespeed * Time:GetSpeed() end self.entity:AddForce(self.move.x,0,self.move.z) Time:Update() end
  18. I want to create a model like a car, attach camera to it and move the car/camera around. I would like the camera slightly above the roof of the car. What's the best way to do that? I played around with the FPS controller until my brain hurt. version 3.3 w/Lua Thanks.
  19. More questions.. 5) Not that I'm complaining, but what happened to the $199 version? 6) Can I export to Android/MAC/IOS? Thanks.
  20. 1) I'm currently using Lubuntu 64bit 14.04, will the editor run on it? I have all of the deps required installed that I know of. 2) How do I package for other Linux distros, is there a tutorial/link for it? 3) It doesn't have to go through Steam right - can be a stand alone? 4) I take it the engine is 32bit only, not that it's a bad thing? Thanks.
  21. Right, am using LMDE 64bit, want to check compatibility and performance prior to upgrade to a new machine and install ubuntu 14.04 on it (in a few weeks).
  22. Is there a linux demo available (game demo only, no editor)? Thanks.
  23. It's usually with my luck, I see the 'free weekends' a day too late. Or I'm out of town and painfully miss it. There are games with limited functions or levels where they hope you buy the full game if you like it enough. I'm more a hobbyist and probably shouldn't be taken too seriously, but if I put out a game I felt would work I may put out a limited level demo.
  24. Well Guppy, you can visit the car dealership a number of times until you either A) get the credit or B) like the car. The salesman will just have to roll his eyes at you in the meantime.
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