Jump to content

AggrorJorn

Members
  • Posts

    4,816
  • Joined

  • Last visited

Everything posted by AggrorJorn

  1. this so great. There are so many things that Leadwerks is capable of of doing this as well. That light/rain shader was very well done. Surface particles is also a very good solution for ceratin animated textures and creatures. But what I liked the most was the flow graph. The linking between objecsts in that paragraph made perfect sense and is so easy in use.
  2. If you are used to Blender and you are doing fine with it, I don't see the point for changing to 3ds max. 3ds Max was the first model program that I by accident found, I heard from blender a year later, and never really bothered to change, although it is free. the commercial license is really expensive but the student licenses are doable.
  3. I did the same thing with splitting up a house. http://leadwerks.com/werkspace/index.php?/gallery/image/267-links-and-lights/ all the rooms are different exports and loaded in sepperatly in the engine.
  4. I see that your code works Mumbles! I only had to add this line before the loop: local OldMousePosY = 0 The only thing that bothers me is that I don't understand why my code wasn't working. But I'll figure that out somewhere the evening. Thanks a lot for your help Joh and Mumbles.
  5. I made a small screencast. http://visualknights.com/y/y.mp4
  6. I'm using Lua at the moment. Try this code in the editor. Holding down a mouse button (1,2 or 3 doesn't matter) results in this. require("Scripts/constants/collision_const") require("Scripts/constants/engine_const") require("Scripts/LinkedList") require("Scripts/filesystem") require("Scripts/math/math") --Variables dx=0.0 dy=0.0 camerapitch=0.0 camerayaw=0.0 MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) FlushKeys() FlushMouse() local camera = fw.main.camera currentY = MouseY() --main function while KeyHit(KEY_ESCAPE)==0 do --Camera look gx=Round(GraphicsWidth()/2) gy=Round(GraphicsHeight()/2) dx=Curve((MouseX()-gx)/8.0,dx,3.0/AppSpeed()) dy=Curve((MouseY()-gy)/8.0,dy,3.0/AppSpeed()) MoveMouse(gx,gy) camerapitch=camerapitch+dy camerayaw=camerayaw-dx camerapitch=math.min(camerapitch,75) camerapitch=math.max(camerapitch,-75) fw.main.camera:SetRotationf(camerapitch,camerayaw,0,1) --Check for mouse up or down centerY= MouseY() mouseDifference = centerY - currentY fw:Update() --get the current Mouse Y position currentY = MouseY() fw:Render() SetBlend(1) DrawText("currentY",0,20) DrawText(currentY,0,40) DrawText("centerY",0,60) DrawText(centerY,0,80) DrawText("mouseDifference",0,100) DrawText(mouseDifference,0,120) SetBlend(0) Flip(0) end
  7. Thanks for the reply Mumbles. The main loop doesn't have any code that checks if the mouse buttons are down. It happens with every button of the mouse. So if I understand you correctly you are saying that the update MousePosition doesn't work with framewerk, but that it does when not using framewerk?
  8. I have been using Joomla for 2 years now. Althought creating new articles and groups is really easy, I always faced problems with text styles and layouts being differend. Even if there was a css fiel present.
  9. What you do is the following: You make your object in 3ds max. you export it with a simple texture. Then when you are ready with exporting, replace the text from the exported mat file with the mat file text that you created in the material editor.
  10. Take the steps shown in the images I made. When you export with Arbuz's exporter, the mat file is automaticly created with bump map information.
  11. I find Lua a bit easier to understund then C++. But the overal commands are pretty much the same. It is mostly the more complicated commands and functions in C++ that stop me. I think Lua can be really powerful but that the engine is not using it yet to it's full potential. And although there are a some examples, good and proper documentation is lacking sometimes.
  12. I need to check whether I am moving my mouse up or down, while the left mouse button is held down. The first thing I noticed is that the mouse position differs half a pixel from the original pixel (image 1). Thats not terribly shocking, but just something I noticed. I use the following code to measure the mouseY position: centerY = MouseY() fw:Update() currentY = MouseY() The actual problem is as follow: When I move my mouse I can see wether it is moving upwards or down because of the value. However when I press and hold my left mouse button, the position of the mouse is no longer updated. This way I can no longer see whether the mouse is updating moving up or down. Is this natural for a mouse position to occur?
  13. also in 3d max: in the bump slot, choose normal map instead of bitmap. then place your bump map in the first slot available.
  14. This comes from the PDF document "Getting started with Lua": The C++ programming language can interface seamlessly with Lua. Class scripts and startup scripts work with any program, including a C/C++ project. C/C++ can also use the Lua command set to perform advanced actions. One common need is to set a global variable in Lua to an object the user creates. Many of the class scripts rely on the "fw" variable being set to a framework object the application creates. Fortunately, the Lua command set allows us to easily set this value directly: TFramework framework=CreateFramework() unsigned char L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1);
  15. Wwesome Joh and Macklebee! I would have never found that out myself. The object is being placed in front of the camera no matter what angle I approach the object now. The only thing remaining is stabalizing the object so that it doesn't start to rotate on incoming collisions. @Rick. I removed it because it wasn't working, but see the txt for what I have so far (editor game script). It is not finished ofcourse, since you can pickup every single model that exists. But At least I have something now where I can base my code on. thanks again for your enormous help! FPSpickupObjects.zip
  16. I think the legs are the way they are now. I have to agree with Mumbles for a bit there. If the character would move, the skirt would be even shorter. It is not perse a bad thing, but something to keep in mind.
  17. Thanks Joh that looks good. I have trouble understanding this command: TFormVector( Vec3(0,0,2),source, destiny ) Correct me if I am wrong: the 'source value' is the global position vector from the picked up entity (oildrum)? This vector is then converted to a local 'destiny' vector (the camera position)? Then the first value (the Vec3) is then added to the destiny command?
  18. I tried that but if I would specify a Z value then the object is being placed in the scene's z axis direction, instead of the z axis from the camera point of view. No matter from what angle I approach the object.
  19. Sure math would have been a lot cooler. First you would have to get the position of the camera. Then you would have to get the current rotation of the camera Then you would have to convert the current rotation value into the z axis of the current camera perspective.
  20. Rick thats briljant. Way easier then what I had in mind. I'll try that out immediately. When It works I'll post the code back here.
  21. thanks for the reply Lumooja. The rotation can display a very high value since the camera can be looking from 360 to -360 degrees on the Y axis alone. Any suggestions on how I can calculate the z axis from a camera perspective?
  22. the license is perfect for indie game developers. remember you need a license for every developer who work with the engine though.
  23. hi KiteFuchs, trying out the evaluation kit should help you determine what do think of the engine. my own experience: Leadwerks engine is the first engine I can work with. The command set is not too hard to understand, there are tutorials (some of them a little outdated), there is a command wiki and there is a forum where friendly members are present to help you out. The power of this engine is really good, especially if you consider it's low price.
×
×
  • Create New...