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Marleys Ghost

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Everything posted by Marleys Ghost

  1. really? odd then that it does not on my 9600.
  2. only if its not but it could be something in the render call that ATI does not like, as lumooja said, so it would be an ATI and LE issue... after all, so far its only ATI users who seem to have this problem with emitters outside of the editor.. you said it yourself those who dont have Nvidia cards.
  3. But it looks like an issue with ATI cards and LE from what Lumoojas posted, and because it seems Nvidia card users are not getting the same issue.
  4. I have not actually tried a pwd protected zip with the 2.3 release, but a normal .pak work to a degree, but you could only pack things that a lua file would not need.
  5. I think carlb's using an ATI card .. maybe he can confirm an ATI issue?
  6. I only have so far used loadscene. The Code I have used for testing: Bmax C++
  7. Why an exe ? Sure: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); Graphics(800,600); AFilter() ; TFilter() ; 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); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::LE_BMAX_Emitter_Test.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); //PositionEntity(spectator,Vec3(0,350,0)); PositionEntity(spectator, Vec3(11.9758406,0.934108377,-24.0441971)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { 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=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); //UpdateAppTime(); //UpdateWorld(AppSpeed()) ; PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); }
  8. hmm, well I am using a basic scene loader in both Bmax and C++ and can't get Bmax or C++ to crash I even went as far as adding 3 Directional lights, 4 emitters of varying type and threw in a spotlight and a point light oh, and an ambient light just for chuckles sake .. no errors. I should add, also enabled in each app was: SSAO, AA, HDR, Grays and Bloom.
  9. if you mean the starting height value for the position of the controler then you use PostionEntity as above the Vec3 is three values for that postion Vec3(x,y,z) ... the value for y (5.0 as above) sets the height.
  10. Try adding an atmosphere and then in the atmospheres settings alter the camera range to a higher value.
  11. Have you tried moving the start position of the player controller up? are you still using the same .gmf scene? try: PostionEntity(player, Vec3(0.0, 5.0, 0.0));
  12. Not sure I follow, can you do a screenshot?
  13. I think sometimes people go overboard with crazybump .. and less is actually more. whilst a high setting may well bring out the "detail" it "rounds" everything else that should be flat.
  14. Was not expecting you to do anythng Michael was only wondering if you had used Josh's shader on anything other than organic objects/scenes and rocks?
  15. What surfaces have you tried it on? other than dirty/mossy/speckled rocks and things?
  16. odd, I had no issues with C++ and emitters and the test scene above loads fine. It would crash an app in Bmax, but thats fixed now. The only issue is the waterplane one as outlined by Mack.
  17. And you can't load the example emitter scene?
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