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Everything posted by Rick
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Do you have shaders.pak in your directory? Did you change your editors path to something other than the base leadwerks directory? If you did then where you changed it to would also need the shaders.pak.
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Do you have those resources located from where you are running your scripts? scene.gmf and beep.ogg?
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I guess that seems messier than not using fmodf Thanks
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hmm, how could you even structure something like that in code? I assume it would have to be after _frame = AppTime() / _animations[_curAnimName]->GetSpeed(); line but only when a new animation is selected and only done once.
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Yeah, I guess I was trying to avoid that. fmod seems so much cleaner. It seems like Josh shouldn't even use fmod in the tutorials if this issue exists. So there is no way to do this with using fmod?
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I'm playing an idle animation and when I press a key it plays an attack animation and when that's done it goes back to idle. My issue is that when I press my key to play the attack animation it doesn't always start at the first frame of the attack animation. It seems like where it is in the idle animation is kind of where it starts in the attack animation. How can I make it so when I switch animations it'll always start at the first frame of that animation? I have a map of animations that all have their start and end frames and how fast they should play. void Actor::SetAnimation(string name) { _curAnimName = name; _frame = _animations[_curAnimName]->GetStart(); _lastFrame = 0.0; } void Actor::Update() { // Animation code _frame = AppTime() / _animations[_curAnimName]->GetSpeed(); _frame = fmod(_frame, _animations[_curAnimName]->GetEnd() - _animations[_curAnimName]->GetStart()) + _animations[_curAnimName]->GetStart(); if(!_animations[_curAnimName]->IsLooping()) { if(_frame < _lastFrame) AnimationComplete(_curAnimName); } _lastFrame = _frame; Animate(_mesh, _frame, 1, 0, true); }
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Move the camera around, but have it collide with bodies. I just needed the camera to stop faster because I dislike the sliding movement that was happening. Lumooja's code solved the issue though so it's all good.
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To get the physics to work with collisions on bodies (which is something I want) I have to move the bodies by forces don't I? I can't use anything else or it'll break the physics right? That's my understanding of it anyway.
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Sweet that works! Thanks.
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I'm using some spectator code that I found around the forum that uses a body sphere to move the camera around. I like this because I want totally free camera movement, but I would prefer more precise movement. Currently the sphere takes awhile to come to a rest. When I let go of the movement key I would prefer it instantly stop. How can I achieve that? // setup code TBody spectator = CreateBodySphere(); SetBodyMass(spectator, 50); SetBodyGravityMode(spectator, 0); // disable gravity for this body SetBodyDamping(spectator, 500.0); EntityType(spectator, 3); SetBodyBuoyancyMode(spectator, 1); PositionEntity(spectator,Vec3(0,5,-10)); mx=Curve(MouseX()-GraphicsWidth()/2,mx,5); my=Curve(MouseY()-GraphicsHeight()/2,my,5); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // main loop code camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe * 200.0,0,move * 200.0); force = TFormVector(force, cam, 0); AddBodyForce(spectator, force); PositionEntity(cam,EntityPosition(spectator));
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OK, I guess I just had to reboot my PC
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I used this new converter program http://leadwerks.com/werkspace/index.php?/topic/2758-gmfconv-beta-09/page__gopid__25805#entry25805 and I get the same result with the Royal Warrior and animation of it. What else is there to debug? It must be something with the model itself? Does anyone else have this specific model? I've converted other character models from Dexsoft before and they have all worked.
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Perfect! That worked very well. Thank you for the changes, this is much more user friendly now.
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So you can't have a situation like the fire pit today where it's moving in editor mode? I think for some things it's nice to have the real-time feedback without having to press any sort of play button. The fire pit is a good example of that. Being able to tweak things like that in real-time is handy (as long as when errors happen in the script it doesn't bring up a messagebox or cause the editor to crash). Obviously things like AI and such you wouldn't want done in editor mode. So you don't think you can have both and let us choose if a should run in edit mode as well as game mode? That seems like that would be the ideal situation. Not sure how complex that would be to implement.
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Cool. Does it have intellisense?
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If you'll recall I suggested he use VS to create a VS like IDE for Leadwerks. VS gives you its base template interface and allow you to modify it for your own needs, so he'd still be using a tried and tested program. Here is an example someone doing that http://addonstudio.codeplex.com/. Here is what VS gives you to allow you to do just that http://msdn.microsoft.com/en-us/vstudio/vextend.aspx. My suggestion is that he doesn't create it from scratch because he couldn't possibly make it as feature rich and stable as some of the existing IDE's that allow you to modify them. That's not a knock on Josh it's just a matter of the amount of time it would take to provide all these features it would be realistic for him to put that kind of time into those. Thanks for bringing that up though, because he could use that now. That would work great for a GUI system in LE 3. He could get interprocess communication going on with that and his scene editor to solve the issue of having to know when a script file was changed and to reload it. I'll try not to make my wild claims about the tab crash in the current editor.
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I remember when I posted about it a few months ago a few others said they had similar issues. It would literally crash, not all the time, when I was tabbing to indent my code. Talk about frustrating. Yeah, Scintilla is a good one too. I remember that being fully customizable. He should just use something that has been tried and tested already instead of making his own.
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That wasn't my intention at all. Was just saying that existing IDE's solve that issue. On a side note, I think it was a poor decision on Josh's part to try and write his own scripting editor. The thing crashes on me all the time for putting in tabs Instead Josh you should look at what's already out there and use those. I'm pretty sure you can even setup VS to handle this stuff for scripting. For anyone with 2 monitors (which just seems like a must have) it would work great. Have the LE Editor open on one and VS open on the other. Get all the features from VS! Here is just a quick search for some Lua support: http://vslua.codeplex.com/ This could really help scripting with the editor. You would just need a way to reload the script when it's modified from VS. The filewatcher class could probably do that for you to tell when it's been changed.
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You must not be a Visual Studio programmer.
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I'll give it another try, but I've had the same experience as you Pixel up until now. I've purchased many models from them and they all worked great.
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When I start gmfconf.exe it never asks me for the Leadwerks directly. It goes right to asking me for the model files. The docs say it should ask me for my Leadwerks dir. Also it doesn't seem to make the correct mat file for animated models? I have a character model and I think those need to use the skin shaders, but this doesn't seem to do that. It looks like it does the entire directory, but it asks me to pick a file. I would think it would ask me to pick a directory instead of a file if it's going to do everything in the directory.
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I have only tried model viewer. I'm making an app now and can try that also. When I export the following items are NOT checked: Export multiple uvsets Export vertex colors Everything else is checked.
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Yeah. The model is right above the grid and in the center. The bones look aligned correctly and everything. I can visually see him in the editor, but as soon as I animated it goes all funky. You can't even make out what the model is when it animates. The animation works fine in UU3D.