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  1. Hi, the scene browser does not display a horizontal scroll-bar when the hierarchy grows in width: Thank you
  2. When using the lua script to load a prefab made from csg's the collision does not load.
  3. Hello, the active context is not resizing correctly when changing the window layout without rendering a world. Resizing while rendering a world: Resizing without rendering a world: Example code: bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; if (window->KeyHit(Key::J)) { window->SetLayout(window->GetX(), window->GetY(), 1920, 1080); } if (window->KeyHit(Key::K)) { window->SetLayout(window->GetX(), window->GetY(), 1024, 800); } //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } //if (freelookmode) //{ // //Keyboard movement // float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; // float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; // camera->Move(strafe,0,move); // //Get the mouse movement // float sx = context->GetWidth()/2; // float sy = context->GetHeight()/2; // Vec3 mouseposition = window->GetMousePosition(); // float dx = mouseposition.x - sx; // float dy = mouseposition.y - sy; // //Adjust and set the camera rotation // camerarotation.x += dy / 10.0; // camerarotation.y += dx / 10.0; // camera->SetRotation(camerarotation); // //Move the mouse to the center of the screen // window->SetMousePosition(sx,sy); //} Leadwerks::Time::Update(); //world->Update(); //world->Render(); context->SetColor(0, 0, 0, 1); context->Clear(); context->SetColor(1, 1, 1, 1); context->SetBlendMode(Blend::Alpha); context->DrawText("10x10", 10, 10); context->DrawText("100x100", 100, 100); context->SetBlendMode(Blend::Solid); context->Sync(false); return true; } Comment / Uncomment the world update and rendering and press J and K a few times to resize.
  4. Hello everyone, I am experiencing some issues with the Window::Show/HideMouse methods. When calling both of them multiple times they basically stop working. For example: bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("cc"); window->ShowMouse(); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); window->ShowMouse(); window->HideMouse(); return true; } In the above example the mouse pointer will be visible, but it should be hidden.
  5. As the title says, If you make a csg prefab and re-texture it using the drag and drop method it will appear correct in the editor. (NOTE: The warning about changing from and insanced prefab DOES NOT appear). If you change the texture through the appearance tab it will change the texture ingame and show the insance warning dialog
  6. I found 3 texturing bugs. Two of them may be related as they deal with how textures are handled once an object is rotated. These all deal with CSG's 1. When copying and pasting prefabs it reverts to the original prefabs original texture 2. Texture lock doesn't work when rotating in perspective view when an object has children. If you start rotating an object while in in perspective view that has objects attached to it, the texture lock only works for the root object. BUT, if you then continue to rotate the object using the top,bottom,etc... views, the texture lock will work. 3. Unpredictable Behavior when manually typing rotations. Manually type in the rotation value and pray your uv still exists. Might be similar to this bug http://www.leadwerks.com/werkspace/topic/10179-triangle-side-of-wedge-ignores-or-mangles-texture-mapping-settings/ Video is still uploading, will appear when done.
  7. Hello, we are experiencing a quite critical bug that concerns the scene browser, it for some reasons stops drawing new entries and just displays a large white area. This occurs on the latest steam and standalone build, tested on multiple computers. We are hoping for a fast fix as this basically stops us from working on the level design. Here is a picture of the problem: Thank you!
  8. Hello, since the last update the camera clipping range in the editor is too low. We are not able to work efficiently on our level with a size of 2048x2048 as some parts of the level are always clipped. Please increase it or make it an option in the settings dialog. Cheers, Bryan
  9. I'm trying to make a Level of detail system, and i found that I can not hide children from a parent. I would like to suggest the ability to hide a child Ie: child:Hide() This would hide the child and leave the childs' children with the same properties (i hide a child and it's children is still visible.). Also the ability to hide all of a childs children ie: child:Hide(True). This would hide a child and all it's children, but leave its' parents alone. My experiments with children Attach this to the parent: function Script:Start() self.entity:Hide() rotation = Vec3(0,0,45) print(self.entity:CountChildren()) local child = self.entity:GetChild(0) print(child:CountChildren()) print(child:GetPosition():ToString()) local child1 = child:GetChild(0) print(child1:CountChildren()) print(child1:GetPosition():ToString()) child1:SetRotation(rotation) -- to check if we are actually manipulating the child of a child child1:Hide() -- the rotated csg should diassapear end Results:
  10. I have a bunch of models that I loaded in the Leadwerks editor. Lets use a broken wall with holes in it for an example to avoid the "just a csg" solution. I want to be able to apply a different texture to a single wall, lets say instead of red bricks I want to use cinder blocks. Is there a way to force the editor to load a non instanced model?
  11. When clicking on a rotated object or while rotating the object in the view-port, the control widget no longer rotates with it.
  12. Hi guys, without a steam_appid.txt my application runs slower than with, especially map loading. I am curious, is anyone experiencing the same? Cheers, Bryan
  13. When loading a prefab that was save with the texture lock on, and loading the prefab with texture lock on, the first move of the object will shift the texture. Steps to reproduce: Turn texture lock on. Texture object Save as prefab Delete object from scene Load prefab Move Prefab Video:
  14. The triangle side of the wedge csg does not respond properly to texture mapping settings. How to reproduce: 1. Make wedge, 2 Texture it. More Testing: Rotate Wedge 180 degrees, the texture is now uv-mapped backwards: Video of some the bugs:
  15. Hello, when calculating the angular threshhold on on of our models the editor just crashes with EXCEPTION_ACCESS_VIOLATION. The .mdl file is attached. Thank you! Car_02_regrouped.mdl
  16. There are a series of problems when loading an FBX with embedded textures. Textures are extracted to a new directory, but the directory is never view-able in the editor If you manually try to find the texture using the material editor it will show in the file picker. 1.5: If you drag a folder with an naming scheme of *.* (hello.world) into the folder from explorer it will not see it If you create the folder in Leadworks using the built in folder maker it will load the folder. (did not test if it will load on an editor restart) [*]You don't see the model in the model editor. If you put the model in the scene window, it will not appear, even if you click goto.. or frame selected. The model has a black icon. If you load the texture, the icon loads, but not on the model [*]The material does not load any of the textures on load, probably because it doesn't see the folder The Editor Log: Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Failed to read file C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Error: Failed to load model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Converting "models/props/health/health pack.fbx"... Input: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbx Output: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl FBX: Initializing scene... FBX: File version: 7.3.0 FBX: Importing scene... FBX: found null: health pack.fbx FBX: found mesh: Health Pack FBX: found animation: health pack_anim_intervals, fps: 30.000, start: 0.0000, end: 1.0000, length: 1.0000 MDL: total vertices: 234, total faces: 464 MDL: exporting as static mesh MDL: writing C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/\health pack_PtexPlane0.mat Conversion: success Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_color.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_nmap.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_specular.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_disp.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.png". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Deleting shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader" Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Image: File: health pack.fbx
  17. Hello, example code to raise this exception: #include "App.h" using namespace Leadwerks; Entity* entity = NULL; void UpdateWorldHook(Leadwerks::Entity* entity); void PostRenderHook(Leadwerks::Entity* entity); void UpdatePhysicsHook(Leadwerks::Entity* entity); void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed); App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) { } App::~App() { // Clear any set user data entity->SetUserData(NULL); // Remove hooks entity->RemoveHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->RemoveHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->RemoveHook(Entity::PostRenderHook, &PostRenderHook); entity->RemoveHook(Entity::CollisionHook, &CollisionHook); entity->Release(); entity = NULL; delete world; delete window; } Vec3 camerarotation; #if defined (PLATFORM_WINDOWS) || defined (PLATFORM_MACOS) bool freelookmode=true; #else bool freelookmode=false; #endif bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("tst"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); entity = Pivot::Create(); entity->SetUserData(this); // Register hooks entity->AddHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->AddHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->AddHook(Entity::PostRenderHook, &PostRenderHook); entity->AddHook(Entity::CollisionHook, &CollisionHook); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } void UpdateWorldHook(Leadwerks::Entity* entity) { } void PostRenderHook(Leadwerks::Entity* entity) { } void UpdatePhysicsHook(Leadwerks::Entity* entity) { } void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed) { } Comment out the Object::RemoveHook calls to prevent this from happening.
  18. I made a model in shade 3d ver14. When I load the model in leadwerks one of the models is mirrored in the wrong direction. I loaded it in blender, and fragmotion both loaded properly. Look for the small boxes, they should both be on the outside of the model. model: ac_unit_wallmount_01.fbx
  19. Ever since the texture locking update I will occasionally be locked out of editing my entities general values. Can be seen near the end of this video around 3:20 -- https://www.youtube.com/watch?v=ppHJhwTrsD8
  20. Just started getting this error after closing and reopening my project I am working on. Now every time I open the editor this error shows up. Video-- https://www.youtube.com/watch?v=7IPqD4OchVE&feature=youtu.be Microsoft Windows 7 Home Premium Intel® Core™ i5-3230M CPU @ 2.60GHz GeForce GT 630M --edit After deleting the mdl of the last object I was working with everything has gone back to normal and I no longer get this error. I think this is connected to changing an entites script parameters (like Script.MyEntity = nil --entity "MyEntity") because that was the last thing I was doing before this error occurred.
  21. Hi there. Recently I have been working a lot on one map and it hasn't come to my attention until now that I am unable to create or open another project. I have recently joined the workshop beta and I am running Steam Indie Edition. I attached a video that shows the behavior. I am not sure what to send to you as none of my projects except for one work but let me know if you need anything and I will send it your way. --video https://www.youtube.com/watch?v=iBw2hCEQ0iM
  22. Hey, I'm using Chrome Version 35.0.1916.114 m and i experience some errors when just entering the shop site. It shows like this: I think this should be all the information you need, to fix this. - Mex
  23. Hey this has to do and not to do with leadwerks but could you give me some thoughts about this laptop as of the summer this will become my main working machine (when i buy it). What do you think of it will it run leadwerks good? Specs page: http://h10025.www1.hp.com/ewfrf/wc/document?cc=us&dlc=en&docname=c04077218&lc=en&jumpid=reg_r1002_usen_c-001_title_r0001 over all look page: http://www8.hp.com/pt/pt/products/laptops/product-detail.html?oid=6782267#!tab=specs Hope you can take look.
  24. Making a large mall level, not many brushes, but i'm running into issues with the occlusion simply being greedy. If you are looking in one direction and then turn to look at a wall 180 degrees behind you, it's has been culled and takes around .5 seconds to appear. Is there a way to stop this behavior? I don't know if this is something to do with the lua version or not. An scenario for why I need it changed: You are running through the mall being chased. You do a split second 180 to look behind you, to see where your pursuer is. The map behind you isn't there. The map renders from the farthest object from you, and comes closer to you, allowing you to see through all the walls and know where everything is. This simply is unacceptable for a twitch based shooter, and I would assume it would be further exaggerated if the game was multiplayer. It gets progressively worse the more populated the world is. Map to test with. Prerequisites: Fullscreen 1080p, vsync on (self.context:Sync(true)) Mall.zip
  25. I am working my way through some of the sample code and making slight modifications. I am stuck with a very simple problem. I cannot manage to get a model to successfully render a texture. I am using slightly modified code from the leadwerks docs and a stock material. Any insight to my challenged code/thought process is appreciated. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetRotation(5, 0, 0); camera->Move(0, 0, -6); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); Model* model = NULL; model = Model::Create(); model->SetColor(1.0, 0.0, 1.0); model->SetPosition(0, 0, 0); material = Material::Load("Materials/Concrete/concrete_dirty.mat"); Surface* surface = model->AddSurface(); surface->AddVertex(-0.5, -0.5, 0, 0, 0, -1); surface->AddVertex(0.5, -0.5, 0, 0, 0, -1); surface->AddVertex(0.5, 0.5, 0, 0, 0, -1); surface->AddVertex(-0.5, 0.5, 0, 0, 0, -1); surface->AddTriangle(2, 1, 0); surface->AddTriangle(0, 3, 2); surface->UpdateAABB(); model->SetMaterial(material,1); model->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->Sync(); return true; }
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