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macklebee

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Everything posted by macklebee

  1. yeah... i dunno. changed absolutely nothing inbetween taking that screenshot and restarting the editor... B)
  2. macklebee

    2.3 Sync

    is there any thing else that needs to be done? do I need to do a "GetScriptObject" in the lua scripted entity? using the above functions and this in bmax to set the globals: SetScriptObject("fw", fw) SetScriptObject("world_main", fw.Main.world) SetScriptObject("world_transparency", fw.transparency.world) SetScriptObject("world_background", fw.background.world) SetScriptObject("camera_main", fw.Main.camera) SetScriptObject("camera_transparency", fw.transparency.camera) SetScriptObject("camera_background", fw.background.camera) SetScriptObject("listener", CreateListener(fw.Main.camera)) and right now I do not see emitters or hear sounds driven from lua scripts...
  3. ok... ?? i just closed down the editor and restarted it... now it works fine? what in the world?
  4. Ive always had this problem... and I remember others posting about this on the old forum but I can't seem to find those posts... yep, I am creating the decal in the transparency world... using your code! B)
  5. this is what I am referring to as a cross pattern on the model that is shot...
  6. hmmm... thats exactly what I was using.. I get the cross pattern around the decal that discolors the entire shot object's face. This was an old problem that occurred back in the early 2.2X days as well for me.
  7. well just in fpscontroller.lua uses clamp, round, curveangle, inc... all of these are using the capital versions now... driver.lua uses round, clamp, and curveangle
  8. thats just it... he is still using multi-state.
  9. might be difficult for anyone to test since this is the "old" way 2.3 script functions were named... if i get a chance i will unzip my "old" version and take a look... any chance you could answer this post?
  10. by just changing the math lua script you made other scripts have errors now. Edit-- excuse me I meant the other scripts like driver and fpscontroller that use lower case clamp instead of the new Clamp inside the math lua
  11. macklebee

    LinePick

    seems like you would need to prevent that from happening...
  12. macklebee

    2.3 Sync

    Josh, I notice that the new class lua script does not get the global objects for framewerk like previously done in the base lua script. This prevents script based entities like emitters from being actually seen in a bmx program from what I can tell. Do you suggest editing the class script to include these: fw=GetGlobalObject("framewerk") world_main=GetGlobalObject("world_main") world_transparency=GetGlobalObject("world_transparency") world_background=GetGlobalObject("world_background") camera_main=GetGlobalObject("camera_main") camera_transparency=GetGlobalObject("camera_transparency") camera_background=GetGlobalObject("camera_background") or edit the individual scripts that would use any of these to get the global objects? also see that globals.lua was completely commented out... is there a reason for that or for the absence of the GetGlobalObjects?
  13. macklebee

    LinePick

    ?? why would it return the terrain on a linepick if the the terrain was flattened? if there is no actual terrain between the camera position and the cube position then it won't return a terrain... or maybe i am not understanding what exactly you are trying to get me to do...
  14. have you sent Josh an email requesting forum access since you are a registered SDK owner? see this post: Needing Access. make sure you send him all of your relevent info like name, registration key, email used in forum if different than used for purchasing, etc...
  15. here's the modified road_node script that appears to work properly without errors:
  16. The problem is the fact that the road_node script is using the wrong variable names for three of the math functions: 'Round','LinesIntersect', and 'AngleDifference in the road_node script and using 'round', 'linesintersect', and 'angledifference' in the math script. Since the math functions are used in other scripts you need to change the road_node script to use the lower case naming conventions.
  17. are we talking actual models of vegetation? then usually control rendering by view distance... if billboards it shouldn't really be necessary
  18. i thought grouping was the correct way to handle something like that? Groups
  19. ah... nevermind i see what you were saying.
  20. hmmm that code works fine for me... except if i drag and drop more two of the objects onto the screen, and then delete them it leaves the first cube, because the second cube create effectively is now 'cube' you should parent the cube to the model in creation... then it gets deleted no matter what...
  21. you are missing alot of parameters... don't know if thats the issue or not though... void DrawImage(TTexture texture, int x=0, int y=0, int width=-1, int height=-1)
  22. you are loading this model by your game script? or are you talking about manually placing it in a scene then running a game script?
  23. macklebee

    Framewerk

    from what i can tell the bmax framewerk hasn't been modified for the "adjust" shaders... but there is still something wrong when a program that ran fine two days ago now crashes with an error referencing josh's ShaderReference.bmx source code. even simple functionality in the editor is not working now... this is not good.
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