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macklebee

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Everything posted by macklebee

  1. I just updated to driver version 8.17.11.9621, driver date: 1/11/2010, which I assume is 196.21, and I am not having any issues with bloom... just an fyi...
  2. thought maybe i somehow had screwed up and had some older files mixed in with my 2.31 sync... so what you are saying, dont use group commands unless you want problems with later updates... okey dokey...
  3. er... huh? i havent tried in bmax yet but they appear to work just fine in lua... or you just referring to the visibility testing aspect? require("scripts/constants/keycodes") RegisterAbstractPath("") Graphics(1024,768) fw=CreateFramework() SetGlobalObject("framewerk",fw) fw.main.camera:SetPositionf(0,0,-2) light=CreateSpotLight(10) light:SetRotationf(45,55,0) light:SetPositionf(5,5,-5) group1=CreateGroup() mesh=LoadMesh("abstract::oildrum.gmf") material = GetSurfaceMaterial(GetSurface(mesh,1)) SetEntityGroup(mesh, group1) ground=CreateCube() ground:SetScalef(10.0,1.0,10.0) ground:SetPositionf(0.0,-2.0,0.0) ground:Paint(material) SetEntityGroup(ground, group1) light=CreateDirectionalLight() light:SetRotationf(45,45,45) hidden = 0 while AppTerminate()==0 do mesh:Turnf(AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5) if KeyHit(KEY_H)==1 then if hidden==0 then hidden = 1 HideGroup(group1) else hidden = 0 ShowGroup(group1) end end fw:Update() fw:Render() DrawText("Press H to hide/show",0,20) Flip(0) end
  4. fair enuff --Edit- So none of the group commands are currently available? nevermind... i see they still work, you are referring to being removed from the editor/sandbox...
  5. i assume you are referring to the ability for Grouping like what was available in sandbox?
  6. cool... and you see a way to make it still be pickable from the editor screen without a gmf? or we would just resort to clicking on it in the asset list to pick it?
  7. - the editor replacing all other SDK applications would be fantastic... would vote that we bring back some of the other LE tools that have quietly disappeared over the updates... like the TextureTool, and genmats.exe (not GenMat.exe) and incorporate them into the editor to truly make it standalone - windows gui is slow? hmmm... i havent really noticed this... but i am not using win7 - make any entity have a script... are you talking about removing the need for a gmf file for things like lights and emitters? - prefabs... anything to help with that would be fantastic... at this point i have resorted to cutting and pasting from other sbx's the models' properties i want as my "prefab" that is the key word though...
  8. that would be a nice addition especially for when setting emittor properties. Also would vote for the previous feature request of being able to refresh the asset list. that would be handy for whenever you change the gamepath so you don't have to exit and restart the editor just to get the new assets list.
  9. I think some of us might disagree with that statement... but yes, majority of people will never have a complete game. Everything else you stated on how the asset list should be done ends up making things more complicated for people than what is currently done. So other than some vague complaint about how the editor should be made for designers, what is one to assume? that they cannot figure out the current naming convention? I fail to see how else it could be taken... but whatever. A difference of opinion.
  10. hmmm... considering majority of the people here are the programmer/scripter/modeler/artist and designer for their project, I fail to see the point... but whatever... if you think a designer is not intelligent enough to be able to figure the current asset naming structure out, that is your opinion.
  11. There's nothing that prevents you from using the same naming for the "_" method for your folder naming... that is essentially what i do anyways, and it still allows me to keep each model in a separate folder but at the same time organized in the asset list under one folder. That takes care of the visual misleading... at least to me it does. I have a folder in my Models directory called Boxes and inside are the separate folders for each entity... like Box1, Box2, Box3, etc... but my individual models are named boxes_box1.gmf, boxes_box2.gmf... this gives me a nice organized asset list in the editor. I agree it was cumbersome to get used to because its not whats been drilled into our heads for years with every other app out there. But now that I am using it alot and I am building up tons of assets, I find it extremely useful. And I am not arguing with you specifically. I am just tired of people constantly complaining about things that others actually find extremely useable... because what happens is when all Josh hears are complaints about something, is that he eventually thinks everyone dislikes it, even if the majority of people actually like it but never say so. and thats funny... Marcus complains that the art pipeline is for programmer's and you complain the art pipeline is for artists...
  12. oh jeez... its that big of a deal to rename a file? who said I didn't use folder's to describe what things are? All I am saying is that your method means I have to put everything in one folder if I wanted them all structured under one folder in the editor. ?? how is it misleading? they have to be in the SDK folder or the gamepath folder to even show up in the asset list... and have you ever right-clicked on the object class in the asset list? it gives you an option to go right to the model's file location. god, I hope not... because i don't see any suggestions here that are an improvement over what we currently have...
  13. you can name it whatever you feel like... the Editor doesn't make you use the naming convention. and actually I prefer the current method instead of having to use a folder. I have about 35 different boxes. What you are suggesting would mean I would have to put all of the models, textures, mat files, and lua scripts into this Props/Boxes directory. To me, that isn't very organized. As it is right now with the "_" method, I can still keep each separate entity and their related files in separate folders (which makes working on a specific model and distributing easier), but will still be organized in the Editor under one folder in the asset list.
  14. so having multiple lists that will show all 400 hundred assets once you have them in the scene is going to resolve your issue? all you are going to have is now two lists listing 400 assets...
  15. are you planning on using all 400 assets in your scene?
  16. Well I vote that we don't make it like that. I agree with Josh's original assessment that it is redundant and making it more complicated than necessary. If people just took the time to organize their assets, this wouldn't be an issue.
  17. yes, then I think you will find that it is very capable... < I pointed out the creating vs rendering due to the fact that alot of people come here mistakenly thinking that the LE Editor will allow them to model>
  18. creating? No. rendering? yes. You will need to create the urban environment yourself. The editor allows you to construct the scene with the models that you have already created with a 3d modeling app.
  19. hmmm but this will work... convoluted but it works: RegisterAbstractPath("") Graphics(1024,768) fw=CreateFramework() SetGlobalObject("framewerk",fw) camera=fw.main.camera camera:SetPositionf(0,0,-2) light=CreateSpotLight(10) light:SetRotationf(45,55,0) light:SetPositionf(5,5,-5) mesh=LoadMesh("abstract::oildrum.gmf") ground=CreateCube() ground:SetScalef(10.0,1.0,10.0) ground:SetPositionf(0.0,-2.0,0.0) ground:Paint(GetSurfaceMaterial(GetSurface(mesh,1))) light=CreateDirectionalLight() light:SetRotationf(45,45,45) while AppTerminate()==0 do mesh:Turnf(AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5) fw:Update() fw:Render() Flip(0) end interesting... thanks for the nudge in the right direction!
  20. yes I had already tried GetEntityMaterial... and GetMaterial is not a function recognized by lua. You are thinking of the GetMaterial() from c++ which is actually GetSurfaceMaterial().
  21. Why does Script1 work but Script2 does not? It appears that the GetEntityMaterial command only works on items where the material is already Loaded/Painted by code. Or am I just leaving something out, that would allow me to access the material from a loaded entity? Script1: RegisterAbstractPath("") Graphics(1024,768) fw=CreateFramework() SetGlobalObject("framewerk",fw) camera=fw.main.camera camera:SetPositionf(0,0,-2) light=CreateSpotLight(10) light:SetRotationf(45,55,0) light:SetPositionf(5,5,-5) material=LoadMaterial("abstract::cobblestones.mat") mesh=CreateCube() mesh:Paint(material) ground=CreateCube() ground:SetScalef(10.0,1.0,10.0) ground:SetPositionf(0.0,-2.0,0.0) ground:Paint(mesh.material) light=CreateDirectionalLight() light:SetRotationf(45,45,45) while AppTerminate()==0 do mesh:Turnf(AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5) fw:Update() fw:Render() Flip(0) end Script2: RegisterAbstractPath("") Graphics(1024,768) fw=CreateFramework() SetGlobalObject("framewerk",fw) camera=fw.main.camera camera:SetPositionf(0,0,-2) light=CreateSpotLight(10) light:SetRotationf(45,55,0) light:SetPositionf(5,5,-5) mesh=LoadMesh("abstract::oildrum.gmf") ground=CreateCube() ground:SetScalef(10.0,1.0,10.0) ground:SetPositionf(0.0,-2.0,0.0) ground:Paint(mesh.material) light=CreateDirectionalLight() light:SetRotationf(45,45,45) while AppTerminate()==0 do mesh:Turnf(AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5) fw:Update() fw:Render() Flip(0) end
  22. -edit--- stop editing my post MG!
  23. SetGadgetText will allow you to change the label's text if that is what you are asking and FreeGadget to remove it.
  24. when you convert to gmf, does it automatically convert polys to triangles? so if you had say a 3dmax model with a 4sided poly that was converted to gmf, it would become two triangles? it seems to do this, but maybe its just the way i am doing the conversion...
  25. yeah, its a decent thing to use especially once you have a large amount of assets but are only planning to use some of them for a particular scene. it would be nicer if you could make the change then automatically refresh the assets list... but I assume maybe one of these days that will happen. Still there are room for improvements that can be made, and it appears Josh is working on some of those...
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