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AggrorJorn

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Everything posted by AggrorJorn

  1. I'm trying the CameraUnprject now. lets say I want to get an entity position and then add some extra coordinates to this, how would that go? I used a part of your code for this, but the extra Vec3 value doesn't work. cubepos = CameraUnproject(fw.main.camera,cube:GetPosition(Vec3(0,-1,0))) ; DrawText("A cube!!!", cubepos.x, cubepos.y) ;
  2. Hi and welcome to the forum. The developer of Leadwerks is currently at the GDC 2010. Perhaps he has disabled buying the engine untill he gets back. When you buy the engine, You have full access to the forum (except the source code forum) and the download section.
  3. This is the video I talked about on msn. Hope it helps you out. http://visualknights.com/elmar/video.mp4
  4. I love the soundtrack from the Lord of the rings. Especially: Concerning Hobbits. I played this one on my recorder flute and added a cathedral echo to it. It is a bit short but I will add a longer version later. Concerning hobbits.zip
  5. I dont know what the engine_const does, but if you are refering to the collision types you can choose in the Lua menu's, then I suggest you take a look in the LUG. It is explained there what option is needed for your collision type.
  6. Is it me or is the chat room not working crrectly? It keeps saying that it is loading the chatroom. I tested this in Chrome, ie8 and firefox. Also you have to manually refresh to see if someone has joined the chat. Messages also don't appear.
  7. Everything works fine when you convert to the correct dimensions.
  8. Elmar: Your textures have wrong dimensions. Use dimensions like 512 x 512, 1024 x 1024 or 512 x 1024. I don't know where you are using your textures for, but they are realy big. The grass is Okay since it is for the ground, but walls don't ahve to be 3900 x 2400. I think that 2048 x 2048 for walls is more than enought. I can recommend paint.net (free) to resize and save dds files in a good way.
  9. Hi Shadmar and welcome to the forum. I'm not familiar with HLSL so can t help you with that. What I do know: 4: LW is not per direct for FPS only. i know that there is a topic where someone is making a flight simulator. There is also a topic that goes about extenting terrain. The Terrain editor in the editor has a limit of 4096 I believe but it is possible to extend it. 5:The Artic scene uses ofcourse a lot of trees. The trees have in total 3 models: 1 normal model, Level of detail model 1 (lesser polygons), Level of detail model 2 (even fewer polygons). By setting the distance for every model, you can use more of the LOD varaints instead of the trees that require more models. You can also set the billboards (plane with texture) active. Also setting the shadow quality produced by the directional light might do the trick. What kind of graphical options have you turned on? like bloom, god rays, anisotropic filter etc..
  10. I don't mean scaling via code or the lua option. I mean the scaling gizmo. For example: I scale a placed oildrum placed in the scene using the scale gizmo. when I go into game mode the scale is ok. But when I go out of the game mode, back into the editing mode, all the scales are being reset.
  11. The problem for now is also that the scaling of objects is being reset when you go back to the editing mode. When for example the size is changed, an update function would then remove the old physics box and create a new one.
  12. @Rick: this sounds really cool. I think I can use a lot of that stuff. Looking forward to your game.
  13. It would be cool if we could add all kinds of zones to the editor. whether they are sound, trigger or ai zones. And then via the option menu you can choose to show sound zones, show trigger zones (just like show lights). This way you can make the zones and disable the view if you don't want to see them. And the soundzones are ofcourse not for walking only. They can also set ambient music.
  14. Hi I've bin thinking about this 2. It would be the most professional if you could add a line to the lua file of your model, that says which sound it plays when the player controller is moving on it. This has the problem that you need to create your floor idependent from your walls and ceiling. Tiled floors would be an option here, but that doesn't exist yet or you would have to make that your self. Another possibility is perhaps adding it to the mat file. Something like this: "Soundzone: wood1". But here you would need to have some code that checks the mat file and then checks whether the player controller is in contact with the texture. Another option is to send a raytrace downwards from a walking character controller. The raytrace retrieves the model ID and thereby information on what kind of model it is. Depending on the model, the information from the raytrace is then used to seek a reference in a sound tabel. When it matches a sound in the sound tabel. The corresponding sound is then being played. The last option I thought of is similair to the aporach of sound zones like in FPS creator. If a player walks into this invisible box then the sound plays. The boxes can be scaled in the editor en have a sound file attached. The sound only plays when the character player is moving. I think that one of these ways should do the trick. I like the mat file approach the best, but the only thing I perhaps can make is the last one with the sound zones. This shouldn't be to hard to create.
  15. I have to agree with you on that. I will go back to C++ and the gamelib eventually, but for now I'm sticking with lua because I get some actual results with it.
  16. okay, I'l try some converting tomorrow.
  17. Yeah but I am using Lua. or am I totaly blank here?
  18. A refresh button would come in handy. I believe that the request has already bin made.
  19. Don't you need to parent it? self.model:SetParent(object.model)
  20. @flexman: Although its not what I really need, it is something I can perhaps use. Thanks for mentioning it. @rick: I took a look at it, but thats too much for me unfortunately. Thanks for the suggestion.
  21. I suppose there isn't really a not-to-complicated way for drawing text on to objects, instead of drawing them on top of the screen?
  22. thanks i'll give that a try
  23. I'm need to find an entity in my scene. I don't need the references but purely the class object. I had a look in the pfd (starting with lua)but no luck with that. At the moment I'm trying something like this: plane = classnametable[ "plane" ] if paint == 1 then plane:Paint(texture1) end if paint == 2 then plane:Paint(texture2) end The textures are loaded before the loop.
  24. I'm updating the LUG this weekend which contains information about ini files and what the LUA equivelant is. Artists can simply just copy the code and change only the numbers of the LOD distance.
  25. I see now. i didn't look at the entity section. only at the texture and material section.
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