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wayneg

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  1. would this be the right path to success? Get Sqlite3 here: https://www.sqlite.org/download.html Get DLL here: https://www.dll-files.com/lua5.1.dll.html Rename Lua5.1.dll to sqlite3.dll regsvr32 C:\Windows\System32\sqlite3.dll Directory of C:\Temp <DIR> luasql lua5.1.exe sqlite3.dll hello.lua require "luasql.sqlite3" env = luasql.sqlite3() conn = env:connect("test.sqlite") assert(conn:execute("create table if not exists tbl1(one varchar(10), two smallint)")) assert(conn:execute("insert into tbl1 values('hello!',10)")) assert(conn:execute("insert into tbl1 values('goodbye',20)")) cursor = assert(conn:execute("select * from tbl1")) row = {} while cursor:fetch(row) do print(table.concat(row, '|')) end cursor:close() conn:close() env:close()
  2. Do you think tcp and udp will be on different thread?
  3. Will the leadwerks client use a separate thread to send and receive packets?
  4. When I see something this it makes me think, and understand where the bottlenecks occur and why. This may require different design approaches, and let's face it, in the end it's all about performance.
  5. wayneg

    Vegetation Demo

    Looks like great start, and I love the performance, just wondering: Whats the algorithm for tree generation look like? What parameters are available to the algorithm ? If I decide a tree at x,y,z doesn't exist anymore is it easy to not show it? Can I add extra stuff like algorithm for rocks, flowers ?
  6. Can't wait for commercial version of Oculus VR, let's hope more Leadwerks goodness follows! Imagine nice sunny day, sandy beach, wind, waves, and a few birds all this on cold winters day, Relax while Leadwerks and Oculus take you away. Ahhhhh
  7. So what would Rick charge to flattened the RakNet classes and make it more procedural, and have Functions like: Connect(), Host(), CreateBitStream(), WriteBitStream(), ReadBitStream(), Send(), NetworkLoop(), BindEvent() ? What would a new user need to do ? Would a simple chat program be good example? What limitations might there be?
  8. This possible for LUA script, or C++ ? This something I can add ?
  9. Be nice to see normals and flip one or more faces.
  10. So I'd be able to select surfaces and apply material in LUA code too ?
  11. This is my story. I purchased some animated zombies and other stuff from Arteria3d to save time, and to learn how to use animated cool models in LE 3.1. I ordered several types animated bipeds, the fancy ones being what they call there OBM ( one base male ), the models (zombies) come with all these cool clothes on, and the idea is you can select a group and hide the different clothes. Well I couldn't resist, so I bought one, loaded it into UU3D and I could see the groups, materials, bones. UU3D had no trouble letting me hide groups and play animations, so I thought I was good to go, so I bought more stuff, woohoo ! So I loaded the zombie.fbx model into LE 3.1 , it creates the mdl, success! Looks grey thou, so I load in all the jpg textures, and generate the material files, and set each to use anim shader. I place Zombie girl in the LE 3.1 Editor, and she has texture now ! Wait she looks like she has all her clothes on (like she has five blouses, two pants, lots of layers all on at once), that's no good. So, I thought I'd just do findchild on the group and hide each blouse etc.. Argh, the findchild doesn't find anything ( FindChild is for bones), so I loaded the LE 3.1 model viewer, but all I see are bones (didn't think she was that skinny). Posted to LE 3.1 website to get help, I'm not sure anyone understood my delima I was in. Josh said the animated models get reduced down to single surface. what to do? I decided to make all the clothes transparent and see what I was dealing with, drawmode=0 didn't work, but blendmode=invisible did, all the clothes went away, except for a grey head (mesh)! The head is attached to a bone so I think I can remove that mesh and maybe be ok there. Anyways I make a few of the clothes blendmode=solid and add them back on, it works, but the model looks semi transparent, it's like the invisible textures made the single surface special, so maybe shaders would be better for the invisible clothes. wondering if somehow I can attach a bone to each of the vertex groups if then I could hide them? That's the story so far.
  12. I'd like to FindChild and hide the bone, but.. there are more blouse meshes than bones! Now if the fbx > mdl converter had added one bone for each mesh in the group, and named it like BlouseA in this example I could find it and hide it. Maybe that's possible or some variation is, I don't know. So I should change the mat file to say it's invisible texture and load model dynamically ? Don't buy models like this in the future ? Strip her down and don't allow more than one outfit ?
  13. No, code doesn't find anything. Removing the groups would be awkward and require different model for each clothing configuration?? I purchased some animated models over at Arteria3d, they come in FBX format. I can load them into Ultimate Unwrap 3D, and it shows bones, materials, and groups fine, and I can show and hide mesh groups as well. When I give LE 3.1 the fbx it converts it to mdl, but only displays the bones in the tree display. I also tried exporting materials as meshes in FBX format, and that didn't show me anything different in LE 3.1 model viewer. This leads me to a few questions: 1. Where are my groups ? 2. Why does UU3D show me the groups and let me hide and show them but LE 3.1 does not ? 3. Why can't UU3D read Leadwerks 3.1 MDLs ? ( seems like there are a number of MDL importers, and none match LE 3.1 ) 4. Will LE 3.1 do what I want here ? Arteria says, This pack provides a basemale as shown in the image from the Modern Day Base Male, but with this additional ZOMBIE ADDON providing a whole array of Zombie Heads and zombiefied clothing, plus a collection of great zombie animations in addition to all the animations from the existing modern day base male. The character is fully rigged with a typical Biped Rig, and a large collection of animations provided, for Weapon use and NPC based gestures. You can add content yourself to the model, or use the large collection of costumes already provided with the pack. These costume elements are already rigged for you on the model! for ease of use. To use in your game engine, you simply mute or hide all the groups, apart from the base female mesh. then for example if your making a character customisation editor, as the player selects clothing styles you can code so that the relevant mesh is shown. Animations Provided as Single Track Animations with start/stop times provided, plus Direct X, Unwrap3d, and FBX are provided with Multitrack Animations(i.e. Animations, that autoshow as a list with their respective names, in engines such as Unity and others that support) This something I can reasonably get to work ?
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