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Marleys Ghost

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Everything posted by Marleys Ghost

  1. Save it as a draft somewhere ? like a blog entry... its not published as a draft but then you can access it and delete the draft.
  2. Don't think so, that was back with 2.27/2.28 I may have kept the Islands imported height map but nothing else sorry.
  3. Obviously not hence the Q lol .. but after reading your reply yes I can see where it might be useful .. unlike the other replies on this thread to a simple Q about the practical application.
  4. Quite a while now, current version is v3.22 ... V3 was released around the end of 2007 I think.
  5. ok .. so theres no real practical application?
  6. Well Control is always good, but I was wondering about the practical application.
  7. I read the thread does that count as making a start Robin?
  8. Well it was on the PSP Development Forum ....
  9. yeah I see now ... and you thought it would be plug and play ?
  10. from a discussion in the PSP Development Forum ?
  11. you are not going to manage to scale the solar system very well to LE units I dont think. You may well have to fake it along the way.
  12. Here I converted your code over to use Framewerk just make sure you point the Abstract path to your SDK folder and have the DLL's , shader.pak and scripts folder in your app folder: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); Graphics(800,600); AFilter(4) ; TFilter(1) ; TWorld world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(0); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::tunnels.sbx"); TController player=CreateController(); EntityType(player, 1); SetBodyMass(player, 1); SetBodyDamping(player,0.0); SetWorldGravity(Vec3(0,-20,0)); PositionEntity(player, Vec3(38.9101448,6.67733288,1.72972393)); float move=0.0, strafe=0.0; TVec3 camrotation=Vec3(0); float mx=0, my=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move = 3 * (KeyDown(KEY_W) - KeyDown(KEY_S)); strafe = 3 * (KeyDown(KEY_D) - KeyDown(KEY_A)); //Jumping float jump=0.0; if (KeyHit(KEY_SPACE)) { if (!ControllerAirborne(player)) { jump=4.0; } } //Run if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) { if (!ControllerAirborne(player)) { move*=2.0; strafe*=2.0; } } UpdateController(player, camrotation.Y, move, strafe, jump, 500.0f); //Position the camera TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z); PositionEntity(cam,camerapos); UpdateFramework(); RenderFramework(); // Send to screen Flip(0) ; } } }
  13. You might also think about using Framework saves a lot of hassle and setup. http://leadwerks.com/werkspace/index.php?/topic/381-scene-loading-example/page__view__findpost__p__5665 But after trying out your code it seems it was simply the position of the controller when spawned, it was half way through the floor.
  14. Your welcome glad that little mystery is solved for you
  15. have you sync'd lately as I can get the issue with your compiled .exe but if I change the DLL's ect to the ones I currently have from the latest sync it seems to fix it.
  16. Would no have thought (in this case) it was as we seem to have the same card.
  17. Or as a test if you have not moved anything in the standard Tunnels.sbx : Try: PositionEntity(player, Vec3(29.3175259,3.12580490,-18.8330040));
  18. Try positioning the camera in the editor to a place inside the map thats above a surface then open the .sbx file in notepad and use the camerapositon co-ordinates to set the position of the controller , see if that helps.
  19. You're welcome has it helped fix your problems?
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