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macklebee

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Everything posted by macklebee

  1. is that interchangeable or dependent on the texture channel?
  2. it looks like the alphatest looks at the diffuse texture? #ifdef LW_ALPHATEST if (diffuse.w<0.5) { discard; } #endif but offhand I don't know what the ".W" signifies...
  3. could be... just remember to load the dds first then draw it
  4. LoadTexture to load texture DrawImage to draw loaded texture
  5. He is using "..specular.frag" not "..specularmap.frag. In "..specular.frag" the specular is set by the bumpmap's alpha multiplied by the specular value you set in the material file. if he used the specularmap.frag, then it looks like its handled by texture2, where the diffuse is texture0 and the bumpmap is texture1
  6. wouldn't those just be captured by whatever layer you set... so don't use GetFrameworkLayer anymore, but use fw.transparency.world, fw.main.world, fw.transparency.camera, fw.main.camera, etc... just a guess though.
  7. it does work when ran from the editor... but then you get that annoying double editor screen... and it also works outside of the editor if ran just from the standalone script editor without having the LE editor open, but you have to change one line: camera=fw.main.camera to camera=fw.Main.camera Apparently another issue with lua being case sensitive. but if you try to run it again with the editor open, then you have to change it back to the lower case version.
  8. Download from here. Run the generator.bmx program in maxide to create the modules inside the .bmx folder. Place those inside the Blitzmax/mod/lugi.mod/generator.mod folder. Granted that line 'Import lugi.generator' is only needed if you need to create a new 'lua-gluefunctions.bmx' file. If you don't need to make a new one, just use the existing 'lua-gluefunctions.bmx' as-is, and it works just fine for getting lua framework commands to work inside bmax. Just don't forget to set all of your SetScriptObjects.
  9. macklebee

    flip hook

    go over the tutorial. it gives an example of the flip hook. Getting Started
  10. youre weird. so apparently your entire game is nothing but models stacked together to make cave-like structures... what a weirdo... but im hooked. so i will buy your game. and gimpy if you could now make about 1000 to 2000 more models for us, i will never have to make or buy another asset... thanks!
  11. yeah i played around with it... interesting that info for how to actually do the animation is blank in the help file... that would have been helpful!
  12. place two camera nodes inside your scene. Click and hold mouse button down on one camera node. Drag mouse cursor to the other camera node... it will ask you if you want to make a link. Click OK.
  13. macklebee

    Keys

    just use all of the equivalent ASCII characters/numbers you wish to use... if there is a break in the numbering then yes you have to take that into account in the for loop... as for the keys that you want like Backspace, Home, etc... just add them all with just one line local class=CreateClass(...) function class:InitDialog(grid) self.super:InitDialog(grid) group=grid:AddGroup("Keys") local letters = "KEY_UP,KEY_DOWN,KEY_RIGHT,KEY_LEFT,KEY_BACKSPACE" for i = 65,90 do letters = letters..",".."KEY_"..string.char(i) end group:AddProperty("KEYS",PROPERTY_CHOICE,letters) group:Expand(1) end
  14. to do it yourself you need to two place at least two camera nodes in a scene and they must be linked together as shown by a green line between them... also the first camera has to have the property Start given the value of 1.
  15. it works in bmax but still is an issue inside the Editor... controllers walk right over the hole
  16. macklebee

    Keys

    require("scripts/class") local class=CreateClass(...) function class:InitDialog(grid) self.super:InitDialog(grid) group=grid:AddGroup("Keys") local letters = "KEY_"..string.char(65) for i = 66,90 do letters = letters..",".."KEY_"..string.char(i) end group:AddProperty("KEYS",PROPERTY_CHOICE,letters) group:Expand(1) end
  17. the fpscontroller.lua has an example of this: camerapitch=math.min(camerapitch,90) camerapitch=math.max(camerapitch,-90) fw.main.camera:SetRotationf(camerapitch,camerayaw,0,1)
  18. you have to have the 2.3 upgrade to have access to the lua stuff built into LE
  19. basically creates a rail for the camera to follow. Open up the tunnels.sbx in the editor then open up 'flythrough.lua' in the script editor and press RUN to see an example
  20. whats frustrating is that lua worked better in multistate but Josh decided to listen to few people and changed it to singlestate... now standard scripted entities either do not work or only work inside the editor. not to mention all of the other issues that are rearing their ugly head since this update... like CreateController() or CreateFramewerk() not working except inside the editor... the problem you are facing is the same thing that I had already encountered a month ago when i did this exact same thing for multistate lua... the controller needs to be offset from the model half the height of the controller because it will spawn the middle of the controller in the middle of the model. So if your model is less than half the height of the controller to the ground it will create the controller below the terrain... and therefore the controller will fall thru the ground.
  21. not really following what you are asking... when i place the model in the scene the controller is created at its location... and if i uncomment the setpostion in the update function it continues to follow it when i move it...
  22. the StringToVec#'s are inside the scripts/math/vector.lua file... so make sure you include that in your script.
  23. group:AddProperty("Velocity",PROPERTY_VEC3) local velocity = StringToVec3( self.model:GetKey("velocity") )
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