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macklebee

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Everything posted by macklebee

  1. not a problem, glad to help... and thats alot easier than trying to parse the results of ipconfig, which would be almost impossible on various computers... not to mention ipconfig wouldn't give you what you are looking for if you are behind a router.
  2. or you can cheat and goto an outside source file:TStream = OpenFile("http::checkip.dyndns.org") ip:String = ReadLine(file) CloseStream(file) ip = Replace(ip, "<html><head><title>Current IP Check</title></head><body>Current IP Address:", "") ip = Replace(ip, "</body></html>", "") Notify(ip)
  3. its not your fault... the LUG used to be more prominent on the site, but now has been buried deep within the documentation pages... it really should be a sticky placed in the beginners forum.
  4. 'almost' being the key word here... what i linked to was an example of the skin shader that is needed any time that you have a model that has bones/animation, which is exactly what richard and megatron were telling you. You need to read this: LE 2.3 User Guide as it will answer most of the questions that you have posted recently.
  5. as far as i know this game was done in lua: http://www.leadwerks.com/werkspace/topic/3167-death-statue-wip01/
  6. http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/materials2/animation-material-r495
  7. what driver was it pixel? Ive noticed that my computer is overheating alot lately and im wondering if i should upgrade or downgrade drivers...
  8. transparency in the textures in the last couple of 3dws versions have been doing that...
  9. works fine for me... have you checked the log to make sure you were loading the comic20.dds / that it was in your abstract path? RegisterAbstractPath("") Graphics(400,300) fw=CreateFramework() font1 = LoadFont("incbin::Arial9") font2 = LoadFont("abstract::Comic20") while AppTerminate()==0 do fw:Update() fw:Render() SetBlend(1) DrawText("Standard LE font",0,60) SetFont(font2) DrawText("Custom font",0,100) SetFont(font1) SetBlend(0) Flip(1) end
  10. er-- why is it under Political Press Releases? Are you trying to get government funding?
  11. You cannot set the position of the scene. Also since the playerbody is being created at 0,0,0 and that is the center of the bodybox, the bottom half of the playerbody is already passed through the terrain when the app starts. Set the playerbody so that the entire object is above the terrain (assuming you have a terrain... if not then it needs to be placed completely above the mesh you wish it to sit upon when the app starts) positionentity(playerbody,vec3(0,2,0))
  12. well first thing is that you are turning the controller into a bullet by setting its position 1000 meters above the terrain... so by the time it hits the terrain its going so fast it passes through the terrain. Try setting the camera only 1 or 2 meters in the Y axis or try setting swept collision for the controller. Also along with the setting the collisiontype for the controller you must also set the collision type for the terrain. Then you have to set the collision response for each possible collisiontype. Also I am not sure what your hesitation is with using the lua scripts, but they work great for setting up the normal parameters like collisiontypes/responses. In any case, you should probably try just loading a SBX with LoadScene instead of trying to create a terrain. You have multiple issues here - collisions, camera rotation/placement, DOF set so everything is a blur, etc... that just compound your problems when trying to troubleshoot. If you attempt one thing at a time and rely on proven methods first, then it makes troubleshooting your code alot easier on yourself... just a helpful suggestion...
  13. close Richard... that line is the problem though... he is setting the collision response to something that doesn't exist. so the line should read: Collisions(1, 3, 1)
  14. macklebee

    Low FPS

    What paul is saying is that by using UpdateAppTime() and framework (which has UpdateAppTime in it), you are creating a false reading of the actual FPS. By using two of them, you are doubling the value being reported but not actually increasing the number of frames per second. So remove it.
  15. are you creating the program executable in release mode? the fps you are describing sounds like debug... also the editor is made with bmax/maxgui.
  16. Can someone explain how the scale/rotation are saved in the 4x4 matrix? I have this as the result from using GMFDump: MESH Data starts at: 28 { 28 - Matrix: 1.00000000, 0.000000000, 0.000000000, 0.000000000 0.000000000, -1.34358856e-007, 0.999999940, 0.000000000 0.000000000, -0.999999940, -1.34358856e-007, 0.000000000 0.000000000, 7.72592878, 0.000000000, 1.00000000 and this is what is shown when using the model viewer: I assume I have to perform some quaternion/euler conversion for the rotation values... but in any case it doesn't appear that other than the position listed in the last line that the rotation and scale are in any kind of order?
  17. i believe what you are looking for is called LE3
  18. Well i can get the textures on the terrain but I cannot figure out yet how to determine which one is "on top". All the textures appear to be assigned to one material in the texture slots 0 thru 9 (assuming you are using all 5 diffuse textures and their normalmaps). I assume you would have to do something with the alpha layering or maybe the "colormap" that is created.
  19. yeah i just went through the same issue... you have to download and install the latest uu3d. It appears the plugins are designed to only work with whatever the latest uu3d version is and do not appear to be backwards compatible. So download and install the latest uu3d and the re-download the latest GMF plugin and it should work.
  20. if you do not use the GCSetMode then the default in bmax is for garbage collection to be automatic which Josh stated above might cause issues for you.
  21. Function GCSetMode( mode ) Description Set garbage collector mode Information mode can be one of the following: 1 : automatic GC - memory will be automatically garbage collected 2 : manual GC - no memory will be collected until a call to GCCollect is made The default GC mode is automatic GC. and as Josh stated here in this post's first page:
  22. why are you setting the garbage collection mode twice? replace the one in the main loop with GCCollect()
  23. lol... ok so thats completely different from saying that LE should support vertex coloring and you not knowing how to convert a material to vertex colors in uu3d... i love how you always go back and edit your posts to make it sound like you knew what you were talking about...
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