
ZeroByte
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With Leadwerk's awesome lighting, i think it would be cool to have it effect gameplay. Could be just day/night, or something cool like theif games had, where you could hide in the shadows. Oh, i like your vehicle concept Josh, that would be cool for troop transport..
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I agree with Rick on this, oh, and this is a great idea Josh. Also, don't forget about Grenades..
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Thank's for explaining that Lumooja, i was having problems, but it's ok after i did clean 2.3.1 install. Oh, and great job on Project Wizard Roland.
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Hi, i created C++ VS2008 Console, with Framewerk project type, but these lines are confusing me. // Create framewerk object and set it to a global object so other scripts can access it Framewerk fw; if( !fw.Create() ) { ErrOut( "Failed to initialize engine." ); return 1; } // Note! Lua is not supported when using Framewerk It says to "Create framewerk object and set it to a global object so other scripts can access it" but then it says, "Note! Lua is not supported when using Framewerk". So, Lua is not supported when using Framewerk ?
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You will need the recompiled engine.dll Josh posted on this thread.
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I forgot the cement_asphaltscales-01_df_.mat file, but you can just add your own texture.
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Hi, here is a LEO vehicle example, if anyone is interested: #include "leo.h" using namespace LEO ; float steerangle=0.0; int main( int argn, char* argv[] ) { Engine engine( "leocar", 1280, 800 ) ; Engine::SetAbstractPath( "C:/Leadwerks Engine SDK" ) ; Engine::SetFilters() ; World world( CREATENOW ) ; if( !world.IsValid() ) { MessageBoxA(0,"Error","Failed to create world.",MB_OK); return engine.Free() ; } Buffer gbuffer( Engine::GetWidth(), Engine::GetHeight() ); Camera camera( CREATENOW ); camera.SetPosition( 0, 0, -10 ); Material material("abstract::cement_asphaltscales-01_df_.mat") ; //DebugPhysics(); DirectionalLight light( CREATENOW ) ; light.SetRotation( 45 , 45, 45 ); SetWorldGravity(Vec3(0, -20, 0)); LEO::Collisions::Set(1,1,SLIDINGCOLLISION); // Vehicle Model chassis; chassis.Load("abstract::impreza.gmf", 0); chassis.SetType(1); chassis.SetMass(10); Mesh tire[4]; tire[0].Load("abstract::vehicle_monstertruck_tire_left.gmf", 0); tire[1].Load("abstract::vehicle_monstertruck_tire_right.gmf", 0); tire[2].Load("abstract::vehicle_monstertruck_tire_left.gmf", 0); tire[3].Load("abstract::vehicle_monstertruck_tire_right.gmf", 0); RotateMesh(tire[0],Vec3(0,0,90)); RotateMesh(tire[1],Vec3(0,0,90)); RotateMesh(tire[2],Vec3(0,0,90)); RotateMesh(tire[3],Vec3(0,0,90)); Vehicle veh; veh.Create(chassis); veh.AddTire(Vec3(-1.4,0,1.4),0.5,1.0,80,200); veh.AddTire(Vec3(1.4,0,1.4),0.5,1.0,80,200); veh.AddTire(Vec3(-1.4,0,-1.4),0.5,1.0,80,200); veh.AddTire(Vec3(1.4,0,-1.4),0.5,1.0,80,200); BodyBox groundbody( 100, 1, 100 ) ; Cube ground( CREATENOW ) ; ground.SetScale( 100, 1, 100 ); groundbody.SetParent( ground ) ; ground.SetPosition( 0, -3, 0 ); ground.Paint( material ) ; groundbody.SetType(1); // Game loop while( !Keyboard::I****() && !Engine::IsTerminated() ) { if( !Engine::IsSuspended() ) { // Steering if (KeyDown(KEY_LEFT) && (steerangle<=40.0f)) { steerangle+=1.0f; SetSteerAngle(veh, steerangle, 0); SetSteerAngle(veh, steerangle, 1); } if (KeyDown(KEY_RIGHT) && (steerangle>=-40.0f)) { steerangle-=1.0f; SetSteerAngle(veh, steerangle, 0); SetSteerAngle(veh, steerangle, 1); } // Torque AddTireTorque(veh, 0, -1); if (KeyDown(KEY_UP)) AddTireTorque(veh, 10, -1); if (KeyDown(KEY_DOWN)) AddTireTorque(veh, -10, -1); if (KeyDown(KEY_SPACE)) AddBodyForce(chassis, Vec3(0,200,0), 1); // Lift car SetEntityMatrix(tire[0],veh.GetTireMatrix(0)); SetEntityMatrix(tire[1],veh.GetTireMatrix(1)); SetEntityMatrix(tire[2],veh.GetTireMatrix(2)); SetEntityMatrix(tire[3],veh.GetTireMatrix(3)); Engine::UpdateTime(); World::Update( Engine::GetSpeed()) ; gbuffer.Set(); World::Render() ; Engine::GetBackBuffer().Set() ; World::RenderLights(gbuffer); Engine::Flip() ; } } return engine.Free() ; } I used the monstertruck tires from LE 2.3 SDK, because i can't get the wheel textures to show up on the car wheels. I removed the engine.dll, newton.dll, and shaders.pak from release dir. And i removed the engine.cpp, and leo.cpp from the project. Link to leocar.zip project: http://66.244.240.14/ Link isn't always up.
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Ok, thank's Josh, i'll try setting it up in LEO then.
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Do you guy's know if this will work with LEO in c++. I just started using LEO, and i'm not sure if LEO needs to be updated also, or if it can be ported to LEO ? It's working great with C though, just not sure how to set it up in LEO. Thank's for any info.
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Ok, thank's Lumooja, good to know.
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Yes, thank's for that sample Josh.
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Lumooja your code work's, just change: AddVehicleTire(veh,Vec3(-1,-1,0)); to AddVehicleTire(veh,Vec3(-1,-1,0), 0.5, 0.3, 45.0, 100.0);
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Wow, thank's for recompiled DLL Josh, that was fast. And, thank's for the help Lumooja, i'm gonna go try this.
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Awesome, thank's for posting bug report. Lol, yea a bug fix day.
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Oh ok, do you know if Josh is going to fix this ? I've been trying to get vehicles going for awhile now, and i'd prefer to use c/c++ for vehicles. Thank's.
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Thank's for that info Lumooja, i'll try to alter the header to return TTire then.
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Hi BigB, i can't get the vehicle to work in c/c++ either, look's like you are running into the same problems as me. Try changing EntityType(chasis,2); to EntityType(chasis,1); The last working vehicle example in C, was in LE 2.24 it can be found here: http://forum.leadwerks.com/viewtopic.php?f=2&t=3761&p=33322&hilit=vehicle#p33322 It was ported to C API by pushedx, maybe it will help you.
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Hey Rick, haven't had time for LE lately, here is my c++ source: http://66.244.240.14/ link should be working. i removed engine.cpp, layer.cpp, leo.cpp, mathlib.cpp, renderer.cpp. Also deleted, engine.dll, jointlibrary.dll, newton.dll, shaders.pak. Just ignore the xbox 360 gamepad input code, it's set to mouse input anyway. I noticed if i attach a Pi-ThirdPersonCamera to the monster truck, it doesn't fall through the terrain. Just the character, so it must be something stupid i'm doing wrong, or i'm not using c++ properly with Lua. I didn't include my map, it's just a flat surface, with Pi-ThirdPersonCamera, Pi-CharacterKeyboardControls, and character, or monster truck. Anyway thank's for your help, sorry took so long to post back.
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I was assigning an entity type to the terrain, now that you mentioned the editor does it, i removed this line EntityType(scene,2); and my character controller in my c++ app still work's fine just using this line of code LEO::Collisions::Set(1,1,SLIDINGCOLLISION); Yes, other models collide with my terrain in my c++ app. I'll keep testing different settings, i'm new to Lua scripting, but i can see it's a great addition to LWE.
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Hi Rick, thank's for trying to help, i tried your suggestions, still falls through terrain, it work's fine in the editor though. So, i guess it's cause i'm trying to get it to run from my c++ app. There must be a way to run game scripts from c++, but Josh commented these functions out in c++ headers. //inline TScript LoadScript(str filename) //{ // return leLoadScript(filename); //} //inline void RunScript(TScript script, BP funcname, BP object) //{ // leRunScript(script, funcname, object); //} //inline void FreeScript(TScript script) //{ // leFreeScript(script); //} Are the thingoids just meant to run with Lua only ? Well thank's again for your help.
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That video was cool, can't wait to try this. thank's Niosop
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Also, if i run this code, if (LEO::Keyboard::I****(KEY_Q)) { SetGlobalString("mode", "DESIGN_MODE"); SetGlobalString("quit", "true"); } it switches back to my other character controller.
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Ok, i attatched the Pi-ThirdPersonCamera to my Pi-Character with Pi-CharacterKeyboardControls in the editor, and when i run this code from my c++ app, if (LEO::Keyboard::I****(KEY_G)) { SetGlobalString("mode", "GAME_MODE"); SetGlobalString("quit", "false"); } it switches to the third person cam on my character. So, i think i'm on the right track, just have to find why my character controller is falling through the terrain.
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Ok i put SetGlobalString("mode", "DESIGN_MODE"); by mistake, changed it to SetGlobalString("mode", "GAME_MODE"); but when that is executed, the character just disappears, still trying.
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Thank's Niosop, i think your right, i tried adding these lines SetGlobalString("mode", "DESIGN_MODE"); SetGlobalString("quit", "false"); to my c++ app, it compiled ok but didn't make it work when it was executed. I'll keep trying stuff, thank's again.