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ZioRed

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Everything posted by ZioRed

  1. It is automatically done by the site when I upload a file in asset store, the original screenshot is this. Also I don't see the screenshot image in the "showcase topics" and I think it's because IPB expects a well-known file extension (jpg, gif, ...) and doesn't accept dynamic image urls
  2. File Name: Leadwerks Builder File Submitter: ZioRed File Submitted: 21 Apr 2011 File Updated: 20 Jul 2011 File Category: Tools This software is the evolution of Roland's Project Wizard and much more! This project has been designed, implemented and mantained by Roland Strålberg and ZioRed. Manage Your Templates You can create your LEBuilder template package very easily starting from your pre-built C++/LUA/C# project. Share With The Community It allows you to manage your own project templates and share templates with the IMPORT and EXPORT PACKAGE functions. Click here to download this file
  3. You build your entire game in the supported/unsupported language of your choice, in the editor you can build your scene and save into a SBX file that you can load from e.g. C++ with a simple LoadScene("myscene.sbx") command
  4. LE2 is not only the editor but above all it's a graphic API to render 2D and 3D objects (and physics with Newton library) and you can use C++, BlitzMax or LUA as your language (also C# and Java are supported by community but not officially by LE). Unfortunately LE2 has no other features than rendering, so you must all by your own or find a third party C++ library to link into your project. It seems that LE3 will have some features as other game engines, at least we hope Pathfind and GUI. It's an unwrapper software and many of us use it to convert models through different formats.
  5. It should be this DayNight.zip
  6. If you need to learn C++ I cannot see why you should learn DarkGDK and then also LE, just go into Leadwerks and learn both C++ and game development with it. About the models if you buy Ultimate Unwrap 3D you should be able to convert almost all format models to Leadwerks' GMF (and also to mostly every other format).
  7. If you open engine.cpp you will see that the inline function DrawText calls leDrawText(buffer, x, y), that is the real function called (you can see at EntityPosition too as example).
  8. If you are used to Unity3D then you should forget all your previous behaviors, expectations from editor and probably workflow.... but wait, you said "don't want to buy Leadwerks engine", so how could you use sandbox? However it is possible to create a complete game only within the editor if you plan to make it with LUA scripting.
  9. I'm a little confused, you wrote: but then you say: So... that works or not? The only difference is the calling to DrawImage.
  10. No problem, I'll upload again, no need to restore anything.
  11. Why did you deleted it??? The download link worked... You had just to delete the "broken link report", not all the download! You can restore the record and package or now I have to upload again (have to redo screenshot and text too Q_Q)?
  12. Ok I found the problem and it's solved here (since at this moment there is not effectively an active team to mantain the headers, you can download that source, update and compile yourself; but I hardly hope we can organize and form a team to mantain and debug the headers until LE3 comes [and hope it will avoid the need a wrapper any more]). With that you can use this: try { Engine.Initialize(DisplayMode.Window, 800, 600); Framework.Initialize(); FileSystem.Initialize(); //FileSystem.AbstractPath = "C:/Leadwerks Engine SDK"; } catch { Engine.Dispose(); } Mesh cube = new Mesh.Cube(); Framework.Layers.Main.Camera.Position = cube.Position; Framework.Layers.Main.Camera.Move(new Vector3(0, 0, -2)); Framework.Layers.Main.Camera.PointAt(cube, 3); while (!(Window.HasRequestedClose || Keyboard.KeyHit(Key.Escape))) { Vector3 loc = cube.Position; Framework.Update(); Framework.Render(); Vector3 newloc = Framework.Layers.Main.Camera.Unproject(loc); Draw.Text("loc: " + loc.ToString(), 0, 20); Draw.Text("unproject: " + newloc.ToString(), 0, 40); Draw.Text("Test", (int)newloc.X, (int)newloc.Y); Draw.Text("This is some text"); Graphics.Flip(); } Engine.Dispose();
  13. Thanks, with this source I found the bug and fix for Camera Project/Unproject: Camera.cs replace this: public Vector3 Project(Vector3 position) { Core.CameraProject(this.Pointer, position); return position; } public Vector3 Unproject(Vector3 position) { Core.CameraUnproject(this.Pointer, position); return position; } with this: public Vector3 Project(Vector3 position) { float[] p = position.Clone(); Core.CameraProject(this.Pointer, p); return p; } public Vector3 Unproject(Vector3 position) { float[] p = position.Clone(); Core.CameraUnproject(this.Pointer, p); return p; } Thanks... Now I think we should organize a team to mantain these source somewhere, I am available to support it. PS: Framework.Terminate() + Engine.Terminate() have been replaced with just Engine.Dispose() ?
  14. Here is a simple scene loading and a text printed at top-left corner, just drop inside its folder Leadwerks.dll, engine.dll, newton.dll, shaders.pak and the Scripts folder from your SDK.
  15. I was not sure in which forum to post a web site question, so I post here: in this download page there is a notice of a broken-link report but the download link works correctly, how can I remove/solve that report since I'm the publisher of that download?
  16. That repository doesn't contain the headers, it currently contains only a small WIP game library from Tyler and an old implementation of LETKControl from klepto. You should download the new headers 2.0 and read the (poor) tutorials here (I also updated my public C# templates here). PS: at this moment the source of the headers 2.0 is not public and currently mantained privately by Lazlo and Tyler.
  17. Thanks, I didn't noticed that, however it isn't the same program, for just scaling I find the GMFView is easier and quicker
  18. The mat file seems ok, have you checked the format of the DDS? It is suggested to be in DXTC5 format with mipmaps saved (you will find these settings clicking OPTIONS in the window of MakeDDS program, if you use LE's tool to convert the texture).
  19. For the scale stuff tkunze wrote a GMF viewer/editor which allow you to scale a GMF model very easily and export the result into another GMF file in the export folder. I just try it and it saves you very much time in the workflow. PS: the best place for the GMFViewer download would be the DOWNLOAD>TOOLS instead of just inside a topic.
  20. Is the DDS in DXTC5 with mipmaps? Can you post the content of Cube.Mat?
  21. Some of that monsters from model pack 21, another nice fantasy is pack 42... I'm thinking to buy these two and also the bundle which has 80% discount (~24 packs for €62.15)
  22. Good luck with your new game! I'll be glad to follow your progress on your blog ;-)
  23. You cannot use 2008 with the new headers because it requires framework 4.0, so you must use 2010. You should just try with C# 2010 Express.
  24. Of course your project build platform is set to x86, right? I'll try to find a PC with VS10 Ultimate, even if it's a bit strange that the difference of VS family in the same version could create such issues but it seems to be the only difference between our systems.
  25. Sorry but I finished my ideas about your scene loading problems, have you tried to use the express version of VS 2010 instead of Ultimate (or use another folder for the compiled+medias like "C:\TEMP")? Or also running directly the compiled EXE instead of start debugging? I know this is odd but I don't know what to try next because I have no issues with that code and your sbx. Gravity vector is not initialized from default (even if I read somewhere in the forum that a ~20 gravity is already set by default internally in the engine), so you should initialize yourself with a new Vector3(0,WHAT_YOU_WANT,0)
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