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Marleys Ghost

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Everything posted by Marleys Ghost

  1. Well after unistalling 6.0 6.0a 6.1 and 7.0 and then re-installing 6.1 adding the glut.h to the gl include folder ect... it will compile but still gets the error as per above pic. when running. but I dont have an f: drive .. thats a HDD
  2. Just to clarify you are using the ConvertMesh.exe to generate the .gmf's? .. I am simply dragging the .obj onto the obj2gmf.exe in the 2.26 tools folder.
  3. I assume when the model is dragged into the 2.3 editor it is using the latest version of newton.dll but the .gmf and .phy are being created in the tools folder in a backup of 2.26 on a seperate HDD, which has that versions newton.dll and gmfsdk.dll in. 2.27 change to using Newton Game Dynamics 2.08 and there was another change in 2.28/2.3. The lua script for the model is a simple template one to allow properties.
  4. Using the torusforphygen.obj supplied by Volker. Using obj2phy.exe and obj2gmf.exe in the 2.26 SDK copying the created .gmf and .phy to the models dir. in the 2.3 SDK Creating a lua script. Setting mass to 1 .. it falls under physics.
  5. Just trying that now ... but the novelty of windows SDK installation has worn off a tad lol
  6. ok .. finally got the little "twirling box thingy" code on the wiki to run .. next a basic scene loader and camera..
  7. got past that now seems my glut.h file was "incorrect" ..all compiles ok but now I am getting a run error.
  8. I repeated the process using the supplied .obj to generate both the .gmf and .phy using the tools in my backup 2.26 SDK, 2.26 as requested, as volker is not using 2.3 tools. The result is still as per pic I posted. Using the 2.3 tools in the Current SDK the result is as per pic you posted above. Using AC3D to generate a range of shapes exported to .obj I can't reproduce the error no matter which method. Maybe its an issue with Milkshapes .obj exporter? I don't have milkshape so cant test that. Yes the 500k limits a little small ... am using image shack at the moment to use pics for trouble shooting.
  9. yep it had a good scrub (deleted and re-done the whole proj.)
  10. Using the obj2phy.exe from the 2.26 SDK and your included .obj .. then using that .phy file with your included .gmf dragged into the 2.3 editor
  11. Still getting 3 errors after all that: 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glEnd@0 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glVertex2i@8 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glBegin@4 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) My Windows SDK now has 6.0 6.0a 6.1 and 7.0 ... can't seem to shift these last three errors.
  12. No problems Pixel I was actually just trying to recreate Volker's problem but have failed to do so, so I thought I'd just post the results.
  13. Read this THREAD You will need this level of access to be able to Download.
  14. 2D thats that "flat" stuff aint it? It may pay you to have a read through this thread on the "old" forum, I have no experience with bah cegui, but this may throw some light on things.
  15. I actually did that this morning, but it seems it may be broken and the web install is throwing up a missing .cab file so am just downloading the .iso and will repair that way.
  16. Thanks Laurens, any other considerations with regard to paths and dll placement?
  17. I was hoping that was the problem with setting up Gamelib which still throws up these errors: 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glDisable@4 referenced in function "public: void __thiscall TGame::DrawCrosshair(int,int)" (?DrawCrosshair@TGame@@QAEXHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glEnable@4 referenced in function "public: void __thiscall TGame::DrawCrosshair(int,int)" (?DrawCrosshair@TGame@@QAEXHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glColor4f@16 referenced in function "void __cdecl Color(double,double,double,double)" (?Color@@YAXNNNN@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glEnd@0 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glVertex2i@8 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) 1>Gamelib.obj : error LNK2019: unresolved external symbol __imp__glBegin@4 referenced in function "void __cdecl Line(int,int,int,int)" (?Line@@YAXHHHH@Z) but looking at them, it seems it can't find some functions. seems not to be linking to opengl32.lib and glu32.lib ?
  18. Well I had not changed the code only tried to recompile as I had altered the start co-ordinates for the controller. I just deleted the engine.cpp and resync'd to replace and now it works... guess I'll file it under "one of those things"
  19. Seem to get these errors: 1>d:\game development\leadwerks sdk 2.3\cpp\engine.cpp(1598) : error C2062: type 'int' unexpected 1>d:\game development\leadwerks sdk 2.3\cpp\engine.cpp(1599) : error C2143: syntax error : missing ';' before '{' 1>d:\game development\leadwerks sdk 2.3\cpp\engine.cpp(1599) : error C2447: '{' : missing function header (old-style formal list?) I did a sync this morning: Downloading "CPP/LEO/leoLayer.h"... Downloading "Maps/deserthighway_alpha.dds"... Downloading "Maps/deserthighway.sbx"... Just 3 files updated, but some code that worked now throws up the above errors.
  20. for a C++ project I used MouseZ()
  21. "Ley Lines" get blamed for everything in my house, from burnt toast to the car wont start ... a bit like "gremlins" only longer
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