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Everything posted by diedir
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very cool little josh ! really nice done, he runs like a real child, but as someone tells on youtube he is sliding when stopping, not a pbm for me though... keep it up, Kevin
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Hi all i am trying to make "setkey("friction") working but from 0.0 to 1.0, no obvious change seems appear. do we must tweak the chassis or each tire ? no luck on both. i tried then "object.tire:SetFriction" as seen in the train-trucks scripts don't work at all (give error) works only with chassis i set it in the main lua script of my car. here my code: require("scripts/class") require("scripts/loop") require("scripts/math/math") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) function object:UpdateMatrix() self:UpdateTires() end function object:UpdateTires() local speed for n=0,3 do if self.tire[n]~=nil then self.tire[n]:SetMatrix( self.vehicle:GetTireMatrix(n) ) if self.emitter[n]~=nil then self.emitter[n]:SetMatrix(self.vehicle:GetTireMatrix(n)) self.emitter[n]:Pause() if self.vehicle:TireIsAirborne(n)==0 then speed = math.abs(self.model:GetVelocity(0).z) speed = (speed - 4) * 20.0 --20 speed = Clamp( speed, 0, 1 ) * 0.5 if speed>0.2 then -->0 self.emitter[n]:Resume() self.emitter[n]:SetColorf(1,1,1,speed) end end end end end end local couronne local pivot local suspensionlength=0.2 --0.1 local springconstant=50 --25 local springdamper=200 --115 object.vehicle=CreateVehicle(object.model) object.model:SetMass(2.2) object.model:SetFriction(0.4,0.3) object.model:SetKey("Gravity",1) object.tire={} object.emitter={} pivot=object.model:FindChild("roueavantg") if pivot~=nil then tireradius=pivot.aabb.h/2.0 object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) object.tire[0]=LoadMesh("abstract::lp_roueavtg.gmf",object.model) pivot:Hide() end pivot=object.model:FindChild("roueavantd") if pivot~=nil then tireradius=pivot.aabb.h/2.0 object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) object.tire[1]=LoadMesh("abstract::lp_roueavtd.gmf",object.model) pivot:Hide() end pivot=object.model:FindChild("rouearg") if pivot~=nil then tireradius=pivot.aabb.h/2.0 object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) object.tire[2]=LoadMesh("abstract::lp_rouearg.gmf",object.model) pivot:Hide() end pivot=object.model:FindChild("roueard") if pivot~=nil then tireradius=pivot.aabb.h/2.0 object.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) object.tire[3]=LoadMesh("abstract::lp_roueard.gmf",object.model) pivot:Hide() end object.emitter={} object:UpdateTires() if fw~=nil then SetWorld(fw.transparency.world) for n=0,3 do if object.tire[n]~=nil then --createemitter(50,2000,Vec3... object.emitter[n]=CreateEmitter(5,2000,Vec3(0,1,0),0,object.tire[n]) object.emitter[n]:SetPosition(Vec3(0,-object.tire[n].aabb.h/2.0,0)) object.emitter[n]:SetParent(model,1) object.emitter[n]:SetRadius(0,4) --1.6 object.emitter[n]:SetWaver(0.2) --1.0 object.emitter[n]:Paint(LoadMaterial("abstract::roaddust.mat")) object.emitter[n]:SetRotationSpeed(0.1) object.emitter[n]:Pause() end end SetWorld(fw.main.world) end object.model.buoyant=0 object.model:SetKey("collisiontype",COLLISION_PROP) object:UpdateTires() end if someone could post a working exemple of friction applied. thank you
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last news i think that all my trouble is due to car hierarchy that is not well transfered via object to gmf, i must pass via fbx or dae file to keep the hierarchy or the pivot car. well, i must digg in all that.... EDIT: Great news : it works thanks to macklebee and marley ghost for their code help the problem was the model in obj which don't keep hierarchy with it to gmf ! trying the max to gmf export after parenting in max, worked ! we need a LE tool to do this outside max, please ! i can't afford a max license
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well, i created hull phy files with my car and the 4 wheels apart, did mycar.lua and put the modified code found in the 1st link => no luck tried with the monster_truck modified lua => with no luck too tried modified driver_truck.lua in scripts/game and => crashed "Window access violation" when ctrl+g will retry tomorrow, tired now... EDIT: still not working at the moment...
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thanks both for answers since i'am at job now i can't try all that but i will this evening, thanks for the leads
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ok thanks macklebee for that precision. i didn't made a difference before that. if someone could describe the complete method for implementing a simple car : naming convention ? dummy pivot placing ? if it has something special to see... because just giving the gmf created is not very formative...
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thank you but where can i put that in the lua script ? an error occurs when i put the line in."Exception violation...." and editor shuts down. anyway an error occured when i "play" the monstertruck script even if the model shows up fine in editor.... "table index is nil" and the line : "classtable[modelreference]=class" is pointed weird code there, loose my mind in it... my car has no physic hull (for the moment), perhaps it is the problem...
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Hi all i am trying to make a car working like the monstertruck (for the moment) but i don't know exactly how i can show up tires because, i copied the monstertruck script with no luck thanks for helping
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no luck with this too. thanks for your time MG i will retry all new fresh tomorrow EDIT::: OMG it works !! thank you for your code: i put my sdk path with reversed slashes !!! (such dumb wonderful person ! ) great lesson for me ! sorry for all bother ...
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good to know for the beer cheers ! no i created a console version (not windows one)
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yes, i even execute the LE wizard with VC++ 2008 set in and have the dlls ,shader.pak and scripts in the working dir but still errors: 1>Édition des liens en cours... 1>MSVCRTD.lib(crtexew.obj) : error LNK2019: symbole externe non résolu _WinMain@16 référencé dans la fonction ___tmainCRTStartup 1>..\sceneload.exe : fatal error LNK1120: 1 externes non résolus sorry to bother you on this, when you surely have billion other things to do...
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i set it like other wiki C++ tutorials, exactly like josh video tutos (was working with "camera controls" official tuto) i think i am wrong somewhere here general dir out : "..\$(ConfigurationName)" debug working dir : "../.." C++ with include dir "SDK_path/CPP" link editor: "../../$(ProjectName).exe" that's all i can see for my settings thanks for help
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sorry to knock at this door again but i got trouble with LE 2.31 not working on compile project Exception non gérée à 0x1014eec4 dans projetx6.exe : 0xC0000005: Violation d'accès lors de la lecture de l'emplacement 0x00000068 and stopping in engine.cpp at these lines: inline void RenderFramework(void) { leRenderFramework(); } and here my full code page: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:\Program Files\Leadwerks Engine SDK"); Graphics(800,600); AFilter() ; TFilter() ; TWorld world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::jeux6.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,5,-10)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); UpdateAppTime(); UpdateWorld(AppSpeed()) ; PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); } thank you for helping
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very great lightning ! you are shining with light michael ! thanks for sharing tweaks
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hey Red ! fine to see your sub in the great pond !! good job
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really great screenshots ! bravo ! just found too much blur, your vegetation is very realistic, but as Rick says, more variety on trees would be better (rotation and scale)
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+ me , for very small objects it is very hard too.
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Thanks Maklebee for your comment. actually i am not a big fan of UU3D, we are not good friends, so recently i intended to make the video with it, but my models are really little scaled ( 2 or 3 cm) and as i don't figure how to change units in UU3D, i gave up at last because it gives me an error as opening kind of "model less than 1.0 !" no trouble more but after setting material and saving in "gmf" i found the model "flipped" in LE editor. Since i didn't try any animated model yet, i don't care about that problems but will digg it, if i must.
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Thanks for comments, yes you all are right, however, i never intend to finish "MY" game and sell it ... would be mad thought, i think as Pixel Perfect, just trying to have a demo level of what i wanted, would satisfy me. I am too scared (coward ?) to get involved with people who put a lot of hope in a project that i fail to pursue or finish because my family require attention or help, don't know. my first goal, generally, is not to give false hope to anyone. I am a serious guy in my life, my children are on their own now, i don't need, nor want, to be serious in a game project, i need fun with computers and time to get it, working slowly at my rhythm. On the other side, if someone really want some help that i could give, and not be scheduled every monday (because it's monday meeting), in that way, i'd be glad to help.
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as i am an hobbyist, i am not under pressure to make anything but roaming around here for a year and always waiting for releases... makes me uncomfortable towards efforts consented by josh since 2.3 release. Really a great shot and as i played with the new toys, i understood that a lot of time is necessary for beginners like me before producing a single workflow. I am not either young nor talented, working for myself alone (without the pressure I've got at my salaried work), but i wanted to help some new users of this great engine. So i made a (to big ?) video of the workflow i found useful from my 3D application Hexagon to LE editor. i don't know when it will be ready for posting and how or where to put it but i am still thinking on this, tonight. Well, this morning i found my video crappy but i will let the shame on me and will publish it.
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you can change your car... but watch your step though....
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Happy New Year to all of you people great 2010 coming ! peace
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lol i voted for you Gardowyr , don't have bad conscience ....
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just discover this topic and i was concerned too with this can confirm that after reboot problem disappear
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yep when trying to put the second node: pointing this in script:(road_node.lua) "self:ClearRoad() if target~=nil then self.roadmesh=CreateMesh(nil)"