
Chiblue
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That is what I thought, just hoping to save having to write a DDS texture load function....
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Does anyone know what exactly the ttexture reference is when loading a texture I am having to code 2d functions using OpenGL and need a DDS image load function. Is there anyway I can use the le loadtexture and pass the return reference into the OpenGL funtions?
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This would have saved me about 4 hours trying to get my sounds working nice option.
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Well I got it working with one exception, loading the texturew as a DDS. This requires some effort based upon what I have read.. but actually doing the "plane" and rotating it is relatively simple, just the opengl coordinate system takes a litte getting used to.. void glStart2D(TScene &scene) { glPushMatrix(); glMatrixMode (GL_PROJECTION); glLoadIdentity(); glOrtho(0, scene.sx, scene.sy, 0, 0, 1); } void glEnd2D() { glPopMatrix(); } ... the code to display and rotate is... glStart2D(scene); glEnable( GL_TEXTURE_2D ); glBindTexture(GL_TEXTURE_2D, this->roseimage); // have to translate the rotational origin to the center of the plane glTranslatef(size.X/2,size.Y/2,0.0); // rotate it by angle required.. glRotatef(zrotation,0.0,0.0,1.0); // reset the rotation origin.. glTranslatef(0-size.X/2,0-size.Y/2,0.0); // build the plane at 0,0... by size x and y glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i(0, 0); glTexCoord2i(0, size.Y); glVertex2i(0, size.Y); glTexCoord2i(size.X, size.Y); glVertex2i(size.X, size.Y); glTexCoord2i(size.X, 0); glVertex2i(size.X, 0); glEnd(); glEnd2D(); As you can see in the attached image the box is rotating with the player, but now I need to get my DDS images loaded on to it.... which I have worked out how to do but like I said I need to work through loading a DDS image into opengl... maybe Josh can give me a pointer.. B)
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The ability to specify a Z axis rotation on the DrawImage and DrawText so that you can rotate the text or image around the Z axis... this would probably require the ability to specify were that axis needs to be, you can probably not assume the middle or the origin. I just needed to do this and had to build the function using raw OpenGL commands, which to be honest was a pain in butt.... and given that the only additional code within the function would require the following OpenGL it would be relative simple to implement.. glTranslatef - set the X/Y rotational origin glRotatef - rotate around the origin glTranslatef - set the X/Y origin back to it's original position...
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Wow, I have enough problems dealing with the realities of one world... B) Just as a side is that how you got your 2D images on the game screen you posted in the Gallery, becuase that is exactly the look I want, but with a rotating arrow, I may try what you suggest as it would be a fun exercise, whether or not it does what I want, I may even make the image a model and rotate that.. that may look better... I think I have the OpenGL function ready to test (well compiled, probably crash my system.. ) Thanks for the help...
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I have a texture or an arrow that I am drawing on to the screen, and based upon specific keyboard inputs I want to rotate it to point in a specific rotation, i.e. up, left, right and down, and any possible orientation between them, short of creating multiple textures for each rotation, how can I rotate the image and use the DrawImage function to display it, or am I going to have to drop into the opengl functions to do this?
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I actually run VS at work for other "work related" projects, but building an idea in VS without the engine is either very time consuming as you have to build the entire Open GL environment, then you have to build all the functions to perform the common tasks, like drawtext etc... There are so many aspects to a game that do not require emitter, entities, bodies etc... but just 2 graphics that would help, like menus, ingame stats etc... To build this in C++ using open gl without the engine is painful to say the least... plus when it's build you have to re-engineer it anyway... so kind of defeats the point... I do work on things like, timing controls, new classes, the stuff you can build and just compile without running the engine... It was just a thought... or is there a way to still create the world but in a limited sense, as this is the failure point...
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I absolutely agree. but at work I have time available to work on my projects, but unfortunately the machine (laptop) I have at work is a piece of ****... it's sad that the technology I have available to me at work is light years apart from my technology at home... so to be able to develop code at work would be very constructive towards my project... but LE will not run on my work laptop... due to it's video card, or lack of it... All I can do is code and compile, using remote desktop.. this works, it would be nice to actually run my code and check the results...
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Yes it does, after reading this thread and then having a problem I wasn't sure if my code was correct... but I suspected that position may have been the case, when doing this in GDK, I used to start my decal as a box, position is on the object and then see were it was positions, but they did not have a special DECAL class, you had to use a plane.... Anyway thats for the suggestions..
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I built A similar menu function in DBPro but my concern with le using bitmaps/images for the menus, or even text is that you have to test each button or options x/y to do mouse over and other such techniques what I ended up doing was constructing the menu options In a memory block and then showing then copying the menu to the backplane prior to rendering this worked very well and also had a key bind option.. All settings like the key options got written to a ini type file and this was then read into the game. Also all the menu structures were setup in a sequence of ini files it actually worked very well unfortunately I never converted it to C maybe that would be a good starting point.
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One of my only issues is that it would be helpful if you could run from the IDE in debug on slower machines without the prerequisite video card or using remote desktop. Only reason I ask is many times I find myself working on a lower end system I.e laptop and it would be very productive if I could run my code in these environments understanding that some visuals would not work correctly if at all, bit being able to still develop none graphics intense aspects would really help.
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Yes I changed that, I also added my new collisions to the constants for collisions, and then added the collision types to the collisions.lua but when I drop an object say oildrum I do not see the new collision types? If this is it then I will have to recheck my settings..
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When using decals and Gamelib, I don't seem to be able to get the decal to show, any thoughts? if (pick.surface != NULL) { SetWorld( scene->framewerk.transparency.world); TMesh decal = CreateDecal(pick.surface,TFormPoint(Vec3(pick.X,pick.Y,pick.Z),NULL,pick.entity),10.0,64); SetWorld( world ); if(decal != NULL) { EntityParent(decal,pick.entity,0); PaintEntity(decal,LoadMaterial("abstract::bullethole1.mat")); EntityColor(decal,Vec4(1.0,1.0,1.0,1.0)); } } SetWorld( world );
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I am trying to change the collision constants used in Editor, for my game I need to have a few more different collision types... I changed: collision_const.lua collisions.lua class.lua But I do not see my new collision types in the object properties, plus the oildrum (my test object) falls through the terrain, no matter what collition type it is set to. if the object does not have a collision type set i.e. none it does not fall through the terrain.. I do not see where the terrain collision type is set or how to tell what collision types collide with the terrain?
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SORRY FOUND THE PROBLEM... I am trying to create a small puff of smoke everytime I press a button, I created an emitter and used the smoke.mat/dds from the tutorial, when I "fire" the emitter my program crashes with a Unhandled exception at 0x1012a441 in fpsbase-Debug.exe: 0xC0000005: Access violation reading location 0x00000038. In the .Render() function... I am obviously doing something wrong, I have read through the tuorial several times but do not see what I am doing that is causing the problem.. emitter = CreateEmitter(3,300,Vec3(0,0,1),1); PositionEntity( emitter, Vec3(pos.X,pos.Y,pos.Z),1 ); RotateEntity( emitter, Vec3(rot.X,rot.Y,rot.Z),1); PaintEntity(emitter,this->smokeimage); SetEmitterVelocity( emitter,Vec3(0,.5,0.2),Vec3(0.1,0.1,0) ); SetEmitterRadius( emitter, 0.1, 0.1 ); EntityColor( emitter,Vec4(.5,.5,.5,0.1) ); SetEmitterRotationSpeed( emitter,0.1 ); Any suggestions, and I know it's probably something really stupid.. And yes the answer is that I am stupid... created a foreground world and now it works like a dream....
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That is exactly what I want to do, I need to change the texture for that instance of the mesh... so this should work out thanks..
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Interesting comments, I agree you see these "I am going to build this or that" from my perspective I have been playing around for 3+ years le is something that I came to recently but I have used many commercial and none commercial game engines out there but le is the only one I have found that does everything I need. I feel that fps is all about gameplay swat 4 and TF are perfect examples of these ok graphics but a great feel to the game. I also hate run and f gun fps and the reason I nodded cod was to build a tactical realism mod to enforce more realistic gameplay anyway it's alway fun to hear about other ideas.
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I have a model with 3 textures. I load the mesh now and the mat file load my textures but I want to change one of the textures at run time base on a user option. How can I do this?
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After reading these forums for a couple of weeks, it strikes me that lots of people are "playing" with the product but very few are actually seriously trying to build a fully functional game... I am interested in hearing from you on what you are trying to do with this product.. For my part, I am a FPS era fanatic, COD series, BF2 and BF2142... but after spending a couple of years modding these game engines to provide extended gameplay, I decided to bite the bullet and build my own MP era based FPS... This is a game I am building for the MP PC FPS community to give them the idea game based on thier wants when modding COD and BF...
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Did that and found my problem, the problem was that the body was not surrounding the object... I positioned and rotated the body before making it a child and now I have a perfect representation of the force I wanted... Thanks again...
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That is exactly what I wanted to happen... Also I have benn through the tutorials, all of them... but like most the tutorials are a guide, after that everything is a learning experience... The only reason I post these questions is that I know most of my chaleenges have been resolved by you guys in one way of another so I am simply looking for guidance, I appologize if it's a frustration but I thought that was the point of the forums to learn and help others...
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Just got to try some of your bullet hit effect emitters, very nice effects. Maybe you could set a material type in editor and the load the sound and emitter effects based on that. Sorry not criticizing very nice effect though.
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Thanks... I will do that...
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Do I have to position and rotate the body to match the mesh before attaching it to the mesh? TBody objectBody = CreateBodyCylinder(0.1, 0.3); PostionEntity(objectBody,EntityPosition(object),1); RotateEntity(objectBody,EntityRotation(object),1); EntityParent(object, objectBody ); SetBodyMass(objectBody ,0.1); EntityType(objectBody ,2); AddBodyForce(objectBody ,Vec3(10,0,0),0); Could this be the problem?