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Posts posted by Qbound
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there is the full format description http://www.leadwerks.com/wiki/index.php?title=Game_Model_Format
so there is no magic behind the scene!
And btw. some of us are creating mesh data with le so not just having them in gmf instead in many others would be a huge gain!
i would use it, as discribed above...
cu
Oliver
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Hi Masterxilo,
from my point of view the strength of formats and sdk's like LE is from the usability and documentation.
So i think you'll raise the strength of leadwerks if you build such an converter
cu
Oliver
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thanks for the tip i only tried unwrap3d.com
cu
Oliver
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thanks for the tipp it is working and the exporter does very well
cu
Oliver
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Hi,
sometimes.... I just installed the new Version from UU3D 320. Than i copied the converters into my plugin folder.
every converter was ok but guess which one not!
and not that this was enough... i thought i could go to the www.unwrap3d.com site and redownload the current version. but the side is now down.
so does anybody has this converter in place? if so please upload it here or better to the download section of the board
hopefully it will work. the old one was only for UU3D 317 and worked under 318.
cu
Oliver
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Hi,
I think you are more looking for a factroy pattern...
i would do something like this:
First define a virtual class called Service.
class CService { public: float m_fMyVar; UINT8 m_uiMyType; public: CService(); virtual ~CService(); UINT8 GetType(){return m_uiType;}; virtual void Setup() = 0; virtual void Execute() = 0; virtual void Shutdown() = 0; }; typedef CService* LPSERVICE;
This is your pure virutal BaseService class. Now you can use it as the base for all the service youll provide.
Just do the following.
class CMyNewService : public CService { public: CMyNewSerrvice(); ~CMyNewService(); void Setup(){ m_fMyVar = 42; uiMyType = 1; }; void Execute(){ m_fMyVar++; }; void Shutdown(){ m_fMyVar = 0; }; }; typedef CMyNewSerrvice* LPMYNEWSERVICE;
Then you have to create a factory or a managerclass.
class CServiceProvider{ protected: map<UINT8, LPCSERVICE> m_mapService; public: CServiceProvider(); ~CServiceProvider(); void Register( LPCSERVICE _pService ){ m_mapService[ _pService->GetType() ] = _pService; }; LPCSERVICE Get( UINT8 _uiService ){ return m_mapService[ _uiService ]; }; };
The usage looks like this
LPMYNEWSERVICE m_pService = new CMyNewService(); m_pService->Setup(); CServiceProvider cServiceProvider; cServiceProvider.Register( m_pService ); LPSERVICE m_pCOMMON_SERVICE = cServiceProvider.Get( 1 );
Hopefully i understood you right!?
this is right from brain to forum so no testing
cu
Oliver
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nice to know that it normally works out well... so i will try it with serval models later on.
cu
Oliver
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great job.man
cu
Oliver
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always when i convert it directly into gmf. i loose all the animations in the model. The filesize drops down to the raw mesh size plus 1 pose.
Using the workaround gives you all the animations. I tested it with 10 models and always the same. All programversions uptodate.
cu
Oliver
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I have converted the Wizard, as you can see on the screenshots
What are the problems you ran into?
My Process was:
1. Convert and scale it in UU3D into FBX
2. Ran FBX2GMF
3. Convert the textures (reduce size and setup the material)
have some minor triangleface problem but as on my screens they are from the distance unnoticeable.
cu
Oliver
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Hi Porsche,
take a look into the thread with the scrennshot command http://leadwerks.com/werkspace/index.php?/topic/293-take-screenshots/
there you have the sprintf command. But the easiest way to display FPS is with DrawText( 10, 10, "FPS: %f", FPS() );
and you have to convert (in your code above) your text.c_str() to (str) like this (str)text.c_str();
cu
Oliver
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as 3rd Party the _OIS_ is most often used by the ogre guys like i did too for my ogre projects
http://sourceforge.net/projects/wgois/
cu
Oliver
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At the moment i did not use it. But may be later ill use it to get some fancy screens and a good looking game. I think framewerk is the easiest way to get good looking results, but making a game is a little bit more then postprocessing
cu
Oliver
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Ah thanks for the tipp Aggror, there is the string include and the namespace missing.
i have updated the code. this should work.
cu
Oliver
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Hi Josh,
can u please post some screenshots. i know i am little bit lazy but hopefully you can do it
cu
Oliver
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Hi Werker's,
if you want to take screenshots you can use the SaveBuffer() function on the Backbuffer(), thats an easy way.
But what about the naming?
My Game NightFist is slowly growing and i want to document my progress with screenshots.
Therefore i took a few minutes to find an easy solution to create good names.
Here is my way
#include <time.h> #include <string>
// Take Screenshot? if( KeyHit( KEY_F12 ) ) { // // Create the name and save it (using the format 'NightFist_2009_12_06-13_59_42.jpg' // // Variablen init time_t mTime = time( NULL ); // Time tm *mDate = localtime( &mTime ); // DateTime Structure char cBuf[40]; // copy Buffer // Now Create the TimeStamp for the file sprintf( cBuf, "%4d_%2d_%2d-%2d_%2d_%2d", mDate->tm_year + 1900, mDate->tm_mon + 1, mDate->tm_mday, mDate->tm_hour, mDate->tm_min, mDate->tm_sec ); // Start with the Prefix std::string strName = "NightFist_"; // Then the Timestamp strName += cBuf; // and the ending strName += ".jpg"; // Save Buffer SaveBuffer( BackBuffer(), (str)strName.c_str(), 85 ); }
have fun and let us see your screenshots
cu
Oliver
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Great
i really like you models. one suggestion please let us know how we can download them. Will they be included in the current download packs or do you establish a seperate download link?
Maybe we can make a list of packs here and who has the conversion or is willing to convert it. so that the work is only done once?
DEXSOFT PACK LIST ======================================================== WARRIOR NoOdle 06.December.2009 SLUM NoOdle 06.December.2009 KNIGHTRESS NoOdle 06.December.2009 HOUSES NoOdle 06.December.2009 FARM NoOdle 06.December.2009 BLACKSMITH NoOdle 06.December.2009 CATHEDRAL NoOdle 06.December.2009 VILLAGE NoOdle 06.December.2009
cu
Oliver
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Hi NoOdle,
looks good so far. The fastest and easiest way to create editors or small tools are when you use c#. There are plenty of tutorials out there. Search sites like http://www.codeguru.com/ where youll find much of what you need And btw. here are a lot of c sharp guys
cu
Oliver
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ill go for the c++... later ill use lua ingame for scripting purpose but not for the mainpart.
Maybe it might be a good question if most people will use lua _for_ the game or lua _in_ the game?
cu
Oliver
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As an extension to the answer from macklebee...
you can create new categories when you create the names like this
terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORY.DDS
terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORYdot3.DDS
when for example there are some cool jungle textures you can use the following:
terrain_jungle_grass.DDS
terrain_jungle_grassdot3.DDS
Lets say you have not only _normal_ grass you also heavy and lets say burned grass then you can use this
terrain_jungle_grass_heavy.DDS
terrain_jungle_grass_heavydot3.DDS
terrain_jungle_grass_burned.DDS
terrain_jungle_grass_burneddot3.DDS
and by the way you can have more subcategories... all separated by the _ (underscore)
cu
Oliver
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i am really excited... and just ordered the upgrade...
cu
Oliver
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sorry double post...
How do you like your inventory?
in Programming
Posted
i will go the way like diablo 2 did. so no list but slots with different sizes.
In the beginning i use lists because they are easier to handle from the coding point of view.
the DB and all items are prepared for the D2 way.
For merchants and so on i will use lists.
cu
Oliver