Eagle Posted October 19, 2011 Share Posted October 19, 2011 Ok, I have my model made and converted to the Leadwerks format and it looks beautiful in the model viewer Josh made! Now I want to put it in the editor so I can use it. I don't really get the instructions on the wiki, so I thought I would ask you guys how its done. Like which file do I need to edit to make my model list? There are so many! Do I need to write a separate loading program or something? LOL! and if so how do I attach the loading program to the engine? any help would be most appreciated ~ Always~ Quote Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2011 Share Posted October 19, 2011 Just place your gmf, dds's, and mat's in the Leadwerks directory and they'll show up. The name of the file will be listed on the right. To make subfolders in the editor you use underscores in your file name. The actual folders in your Leadwerks directory have nothing to do with the folder layout in the editor. So for example if you had 3 tress you'd probably want to group them so you might name them. tree_Eagle.gmf tree_Rick.gmf tree_Blah.gmf Note that you have to restart the editor each time you copy new gmf's to the Leadwerks dir for them to show up in the editor. Quote Link to comment Share on other sites More sharing options...
Eagle Posted October 19, 2011 Author Share Posted October 19, 2011 That makes a lot more sense Rick! Thank you so much~~~ Always~ Quote Link to comment Share on other sites More sharing options...
Eagle Posted October 19, 2011 Author Share Posted October 19, 2011 Do you have to something special to get the collision to work? Always~ Quote Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2011 Share Posted October 19, 2011 The "ideal" way for the editor is to give each model a lua file. The lua file needs to be the same name as the model and the editor will automatically associate the 2 together. Look at Scripts/Template.lua. This is a template file for your models. You can uncomment what you need. Look at some of the lua files in the Models directory to get example of how this should look. When you have a lua file with your model you can now bring up the properties to that model in the editor by dbl clicking it or right click properties on the tree view. The base lua script adds some default settings for you. Collision being one of these settings I believe. Quote Link to comment Share on other sites More sharing options...
Eagle Posted October 21, 2011 Author Share Posted October 21, 2011 Rick you are awesome! Thanks for the help! I've been working on models and I have been able to pull all of them into the engine now. Still working on the collision but getting closer~ Thanks for everything! Always~ Quote Link to comment Share on other sites More sharing options...
cassius Posted October 21, 2011 Share Posted October 21, 2011 You can also use phygen to put a pheics body around an object so that if you set the mass of the object to anything other than 0.0 it will be movable when colliding with another object. For example if you have a crate you can put a box body around it. Make it a tight fit and give it a mass of about 4.0 and it should move when a body of greater mass collides with it. When using phygen you can test the resilts either in the editor or in your main program using debugphysics(1) command. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Eagle Posted October 21, 2011 Author Share Posted October 21, 2011 Thats Awesome Cassius! Thanks for the info, feel free to share any other cool tips like that you might have as well! Always~ Quote Link to comment Share on other sites More sharing options...
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