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Everything posted by AnthonyPython
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it says you have it open in another program.
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I am not the best by any means with C++, but I do like tinkering with C++ in engines and stuff, I tinkered around with the 2013 source engine code before migrating to leadwerks (sorry valve)
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Beginner Questions - Cutscenes/Animation/Menu/Etc
AnthonyPython replied to Gloomshroud's topic in Programming
oh oh that kind of cutscene is quite doable, and easy to do in leadwerks.(although the animated background will be a table of the pictures being drawn rapidly on the screen to be a animated texture) also the scrolling text I am not sure about never done that, here http://www.leadwerks.com/werkspace/topic/8436-leadwerks-animated-textures/page__hl__animated+texture shadmar does talk about uv scrolling for texture's but not for actual text. so I guess it could be just a transparent texture drawn to the screen and animate like the animated background texture is my only guess. tools, well .fbx from autodesk software is supported, the blender leadwerk export plugin (does model and materials). and .obj, not sure about anything else, although i heard that LE2.X did support lightwave, but I don't think lightwave model's work in leadwerks/convert with 3.4 (I may be wrong as I don't know) also I heard PBR wont be implemented into leadwerks till next year, can't wait for that, that would be awesome. also MacOS is suppose to be supported this year. (i've seen josh has some MacOS stuff in the C++ code so he has worked on it some.) -
Beginner Questions - Cutscenes/Animation/Menu/Etc
AnthonyPython replied to Gloomshroud's topic in Programming
Ok, yes the FlowGUI will be very much a backbone to a lot of stuff for my self, cutscenes: well eh, it depends on what is needed to happen , if it involves a character walking to a certain point, and then doing an action, ai implementation like gotopoint and follow are usable for this. and a bunch of other stuff, so cutscenes shouldn't be that hard to do, although I never tried to make cut scenes in my game as it doesn't need cutscenes. #2: Animation's are fairly easy to use in leadwerks 3.4/ beta if you have a single track animation, you are able to cut one point of the frame to another point of a frame of a animation and you can extract it, allowing you to use sequences/use multitrack . which is fairly easy. Leadwerks support's both single/multi track animation, you just have to make sure your animated model has one of the animated diffuse shader, and a animated shadow shader, or else the animation's wont play, most of the time leadwerks convert your .fbx model's right, or you can use the leadwerks blender plugin to export your model's. some times it doesn't from time to time. also learning to use lua is not that hard it was one of the easiest for me to learn. -
uggh timer's there fine for some things, but not always the best way to handle some things. also this would be helpful for cut scenes as well.
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more likely to transport them when they hit a trigger, if they will even walk to it properly at all in this case.
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I agree just make a second page for just for the detailed search would be fine. and link it to a new mode in the combo box or something like that.
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normally they can't unless it has been edited other wise by script some how(or by the C++ code)
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yea that is one work-around of doing that some times, but even then the nav-mesh doesn't always like steps, and i don't think Groove would want to do that all the time, in-which the work-around is just that a work-around
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so basically a SFM Timeline like thing for leadwerks to deal with time specific stuff, and scripts , etc.
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Procedural (Generated) Level's using prefabs
AnthonyPython replied to AnthonyPython's topic in Programming
ok groove -
Procedural (Generated) Level's using prefabs
AnthonyPython replied to AnthonyPython's topic in Programming
ok, anyways I found this open source Unity C# Procedural generation both for dungeon if you want that or single rooms for like i need. I used a C# to C++ convert and it worked very well, of course though since it was unity it has unity specific coding in it I cleaned some of it up, and now is to actually complete it, any help to get this to work with prefabs would be great, looking through the leadwerks command references right now trying to fix those error's. and adapt, any help would be great Generator.zip -
--This is where security cam will render Script.TrackingPivot=""--entity --This should be your main camera where you are, like your FPSCam Script.MainCamera=""--entity --This can be any material with any diffuse shader, paint your CCTV with this Script.RenderToMaterial=""--path function Script:Start() --Create Buffer and texture so we have a rendertarget to render to. camerabuffer=Buffer:Create(256,256,1,0); tex = Texture:Create(App.context:GetWidth(),App.context:GetHeight()) camerabuffer:SetColorTexture(tex) camerabuffer:Disable(); --Fetch CCTV material mat=Material:Load(self.RenderToMaterial) self.entity:SetMaterial(mat) end function Script:UpdateWorld() camerabuffer:Enable() save=self.MainCamera:GetMatrix() --save your cam matrix self.MainCamera:SetMatrix(self.TrackingPivot:GetMatrix()) App.world:Render() -- render to buffer your pivots matrix self.MainCamera:SetMatrix(save) --restore matrix camerabuffer:Disable() --Ok now do backbuffer in mainloop (App.lua) Context:SetCurrent(App.context) --Set buffer output and send it to the shader as texture0 buffertex = camerabuffer:GetColorTexture() mat:SetTexture(buffertex,0) end it set's the camera's view as a texture and then sends it off to send that texture image as texture0 for it to render on to the surface, and updates it constantly in the update world.
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- Cameratexture
- C++
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you don't have to do it in C++, this is a lua script that does this for you, http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam also check igor's shader's (it has film grain , and now scan line effect too as well) you could apply to your cam's http://steamcommunity.com/sharedfiles/filedetails/?id=391325549&searchtext=
- 3 replies
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- Cameratexture
- C++
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if you get the stitching that 8K version finished, I'll be more than glad to test it on my low end hardware. and if it works I would like this to be a extra option for my project.
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Looks great, good job
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cool this is better than having jello ragdolls, and death squats , lol
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i know a way to remedy this is to use a pick to see if it hits the player, if it hits say a prop or scene or what ever then the damage should be 0. (or if it is a breakable prop apply the damage to the object it picked, that has a keyvalue breakable or something)
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that actually would be nice
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How would you go about resource gathering?
AnthonyPython replied to epsilonion's topic in Programming
you've hit that perfectly , I am finishing my mechanic's in lua, and slowly porting mine to C++ at the same time, I also Highly Recommend FLOWGUI by Aggror- 3 replies
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- resource gathering
- gathering
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what is the best way to expose C++ for LUA?
AnthonyPython replied to AnthonyPython's topic in Programming
Thanks a bunch guys -
I found this http://stackoverflow.com/questions/19381301/how-to-expose-c-functions-to-a-lua-script which is helpful, but what is your all's opinion on this subject?
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Yea I used World instead, anyways though thanks for the cool info Guppy as usual
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it's on the steam workshop, it doesn't display them here
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ah ok whoa, that is a ton of info on pointer's xD (also btw I did world->Clear(); first but then intellesense wanted me to put &World::Clear; instead, Clearly I know that wasn't correct.)