GIMPY73
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A* Pathfinding Using Blitzmax And Leadwerks Engine
GIMPY73 commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
Top job once again MG its a little bit eerie watching them all home in on the blue cube . Thanks Gimpy73 -
Yess got it working again I just moved "c:/lwe-2.4/shaders/mesh_video.frag" into "c:/lwe-2.4/shaders/mesh/mesh_video.frag , and now it works Thanks Gimpy73
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Ok I dropped the tv into 2.4 , and it loads fine (just no video) Then i exit the editor and check the log file: Leadwerks Engine 2.40 Initializing Renderer... OpenGL Version: 3.3.0 GLSL Version: 3.30 NVIDIA via Cg compiler Render device: GeForce 8800 GT/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "c:/lwe-2.4/shaders/query.vert", ""... Invoking script "C:/LWE-2.4/Scripts/start/collisions.lua"... Invoking script "C:/LWE-2.4/Scripts/start/fliphook.lua"... Invoking script "C:/LWE-2.4/Scripts/start/globals.lua"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading texture "c:/lwe-2.4/models/entities/light/directional/light_directional_icon.dds"... Loading model "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf"... Loading mesh "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf"... Loading material "c:/lwe-2.4/materials/effects/invisible.mat"... Loading script "c:/lwe-2.4/models/entities/light/directional/light_directional.lua"... Creating class light_directional Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/clearcolor.frag"... Loading shader "c:/lwe-2.4/shaders/guide.vert", "c:/lwe-2.4/shaders/editor/guide.frag"... Loading shader "c:/lwe-2.4/shaders/pointentity.vert", "c:/lwe-2.4/shaders/pointentity.frag"... Loading shader "c:/lwe-2.4/shaders/guide.vert", "c:/lwe-2.4/shaders/editor/grid.frag"... Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"... Loading texture "incbin::noise.dds"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/lighting/directionallight.frag"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/postfilter.frag"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/depthblit.frag"... Loading texture "incbin::Arial9.dds"... Loading model "c:/lwe-2.4/models/old-tv/old-tv.gmf"... Loading mesh "c:/lwe-2.4/models/old-tv/old-tv.gmf"... Loading material "c:/lwe-2.4/models/old-tv/screen.mat"... Loading texture "c:/lwe-2.4/models/old-tv/screen.dds"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert", "c:/lwe-2.4/shaders/mesh/mesh_diffuse.frag"... Loading material "c:/lwe-2.4/models/old-tv/old-tv.mat"... Loading texture "c:/lwe-2.4/models/old-tv/old-tv.dds"... Loading texture "c:/lwe-2.4/models/old-tv/old-tvdot3.dds"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse_bumpmap.vert", "c:/lwe-2.4/shaders/mesh/mesh_diffuse_bumpmap_specular.frag"... Loading script "c:/lwe-2.4/models/old-tv/old-tv.lua"... Creating class old-tv Loading material "c:/lwe-2.4/video.mat"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert", "c:/lwe-2.4/shaders/mesh_video.frag"... Warning: Failed to load fragment shader file "c:/lwe-2.4/shaders/mesh_video.frag". Loading shader "c:/lwe-2.4/shaders/mesh/mesh_shadow.vert", ""... Deleting material reference "c:/lwe-2.4/models/old-tv/screen.mat" Deleting shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert|c:/lwe-2.4/shaders/mesh/mesh_diffuse.frag||120". Loading shader "c:/lwe-2.4/shaders/mesh/mesh.vert", "c:/lwe-2.4/shaders/mesh/mesh.frag"... Freeing class light_directional Freeing class old-tv Deleting mesh reference "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf" Deleting mesh reference "c:/lwe-2.4/models/old-tv/old-tv.gmf" Invoking script "C:/LWE-2.4/Scripts/start/collisions.lua"... Invoking script "C:/LWE-2.4/Scripts/start/fliphook.lua"... Invoking script "C:/LWE-2.4/Scripts/start/globals.lua"... Deleting model reference "c:/lwe-2.4/models/old-tv/old-tv.gmf". Deleting model reference "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf". Deleting material reference "c:/lwe-2.4/video.mat" notice the warning: Warning: Failed to load fragment shader file "c:/lwe-2.4/shaders/mesh_video.frag". I think thats the problem , how to fix it pfftt Thanks Gimpy73
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It works fine with 2.32 Beta ??? Must be somit to do with 2.4 / the lua script edit : I can get the Tv to load fine in 2.4 , but no video Thanks Gimpy73
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Thats Mint MG. Thanks Gimpy73
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Hey Aggror , i also have nVidia (8800GT), im running win7 32bit. Ive tried running it in full screen or windowed mode and still get the same error. Not to fussed at the moment as im not using LWE a great deal. Just thought i would try and help Gordon out Thanks Gimpy73
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I also get the same error as Gordon. Thanks Gimpy73
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Yep very true Cocopino. Like i said this code is just rough , now i'll go through it and add functions / even OOP Thanks Gimpy73
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Cheers Jordan. Thats little Trixi , well she was little when we first got her , she's nearly 2 years old now. Thanks Gimpy73
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Agree with franck , C++ is more professionnal , but im a BlitzMax user so would probly go with the Lua option. Less hassle me thinks. Thanks Gimyp73
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File Name: NuttySlack File Submitter: GIMPY73 File Submitted: 21 Aug 2010 File Updated: 13 Jun 2011 File Category: Models Triangles: 82 LOD Versions: Yes Ok here is a nice bar of NuttySlack Thanks Gimpy73 Click here to download this file
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Ok this is what ive got so far SuperStrict AppTitle = "Roulette" Graphics 800,600 SeedRnd MilliSecs() Const GRID_WIDTH:Int = 13 Const GRID_HEIGHT:Int = 1 Const GRID_WIDTH1:Int = 14 Const GRID_HEIGHT1:Int = 1 Const GRID_WIDTH2:Int = 3 Const GRID_HEIGHT2:Int = 1 Const GRID_WIDTH3:Int = 6 Const GRID_HEIGHT3:Int = 1 Const GRID_SIZEX:Int = 32 Const GRID_SIZEY:Int = 32 Const GRID_SIZEX1:Int = 128 Const GRID_SIZEY1:Int = 32 Const GRID_SIZEX2:Int = 64 Const GRID_SIZEY2:Int = 32 Global grid:Int[GRID_WIDTH,GRID_HEIGHT] Global grid1:Int[GRID_WIDTH1,GRID_HEIGHT1] Global grid2:Int[GRID_WIDTH2,GRID_HEIGHT2] Global grid3:Int[GRID_WIDTH3,GRID_HEIGHT3] Global grid4:String[GRID_WIDTH2,GRID_HEIGHT2] Global grid5:String[GRID_WIDTH3,GRID_HEIGHT3] Local tiles:TImage=CreateImage(32,96,5) SetColor 255,255,0 'yellow DrawRect 0,0,32,32 GrabImage tiles,0,0,0 SetColor 155,0,0 'red DrawRect 1,1,30,30 GrabImage tiles,0,0,1 SetColor 1,1,1 'black DrawRect 1,1,30,30 GrabImage tiles,0,0,2 SetColor 50,100,50 'green DrawRect 1,1,30,30 GrabImage tiles,0,0,3 SetColor 50,80,50 'background DrawRect 0,0,32,32 GrabImage tiles,0,0,4 Local tiles1:TImage=CreateImage(130,32,2) SetColor 255,255,0 'yellow DrawRect 0,0,130,32 GrabImage tiles1,0,0,0 SetColor 50,100,50 'green DrawRect 1,1,128,30 GrabImage tiles1,0,0,1 Local tiles2:TImage=CreateImage(64,32,4) SetColor 255,255,0 'yellow DrawRect 0,0,64,32 GrabImage tiles2,0,0,0 SetColor 50,100,50 'green DrawRect 1,1,62,30 GrabImage tiles2,0,0,1 SetRotation 45 SetScale (.6,.6) SetColor 155,0,0 'red DrawRect 31,2,32,32 GrabImage tiles2,0,0,2 SetColor 1,1,1 'black DrawRect 31,2,32,32 GrabImage tiles2,0,0,3 SetRotation 0 Global gridData:Int Global grid1Data:Int Global grid2Data:Int Global grid3Data:Int Global grid4Data:Int Global numbdata:Int Global numb1data:Int Global numb2data:Int Global textdata:String Global text1data:String Global numberpicked:Int Local mx:Int,my:Int Local gx:Int,gy:Int Local offsetx:Int = 200 Local offsety:Int = 350 Local px:Int Local py:Int Cls While Not KeyHit(KEY_ESCAPE) SetBlend alphablend SetClsColor 50,80,50 mx = MouseX() my = MouseY() SetColor 255,255,255 SetRotation 0 SetScale(.98,.98) RestoreData griddata 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int =0 To GRID_WIDTH-1 ReadData griddata grid:Int[loopx,loopy] = griddata DrawImage tiles,loopx * GRID_SIZEX+ offsetx, loopy * GRID_SIZEY+ offsety,grid[loopx,loopy] Next Next RestoreData grid1data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT1-1 For Local loopx:Int =0 To GRID_WIDTH1-1 ReadData grid1data grid1:Int[loopx,loopy] = grid1data DrawImage tiles,loopx * GRID_SIZEX+ offsetx-32, loopy * GRID_SIZEY+ offsety+32,grid1[loopx,loopy] Next Next RestoreData grid2data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int =0 To GRID_WIDTH-1 ReadData grid2data grid:Int[loopx,loopy] = grid2data DrawImage tiles,loopx * GRID_SIZEX+ offsetx, loopy * GRID_SIZEY+ offsety+64,grid[loopx,loopy] Next Next RestoreData grid3data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT2-1 For Local loopx:Int =0 To GRID_WIDTH2-1 ReadData grid3data grid2:Int[loopx,loopy] = grid3data DrawImage tiles1,loopx * GRID_SIZEX1+ offsetx, loopy * GRID_SIZEY1+ offsety+96,grid2[loopx,loopy] Next Next RestoreData grid4data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT3-1 For Local loopx:Int =0 To GRID_WIDTH3-1 ReadData grid4data grid3:Int[loopx,loopy] = grid4data DrawImage tiles2,loopx * GRID_SIZEX2+ offsetx, loopy * GRID_SIZEY2+ offsety+128,grid3[loopx,loopy] Next Next 'Highlight square If MouseX() > 5*GRID_SIZEX And MouseY() > 11*GRID_SIZEY Then If MouseX() < 19*GRID_SIZEX And MouseY() < 14*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX) Py = Floor(MouseY()/GRID_SIZEY) SetColor 150,200,150 DrawRect Px*GRID_SIZEX+9,Py*GRID_SIZEY-1,GRID_SIZEX-2,GRID_SIZEY-2 EndIf EndIf 'Highlight square If MouseX() > 8*GRID_SIZEX And MouseY() > 14*GRID_SIZEY Then If MouseX() < 18*GRID_SIZEX And MouseY() < 15*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX1) Py = Floor(MouseY()/GRID_SIZEY1) SetColor 150,200,150 DrawRect Px*GRID_SIZEX1-55,Py*GRID_SIZEY1+28,GRID_SIZEX1,GRID_SIZEY1-160 EndIf EndIf 'Highlight square If MouseX() > 7*GRID_SIZEX And MouseY() > 15*GRID_SIZEY Then If MouseX() < 18*GRID_SIZEX And MouseY() < 16*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX2) Py = Floor(MouseY()/GRID_SIZEY2) SetColor 150,200,150 DrawRect Px*GRID_SIZEX2+8,Py*GRID_SIZEY2-1,GRID_SIZEX2,GRID_SIZEY2-2 EndIf EndIf If MouseDown(1) SetScale(1,1) SetColor 255,255,255 numberpicked = grid1data End If RestoreData numbdata 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int = 0 To GRID_WIDTH-1 ReadData numbdata grid:Int[loopx,loopy] = numbdata SetColor 255,255,255 'SetScale(2,2) DrawText numbdata,loopx*GRID_SIZEX+8 + offsetx ,loopy*GRID_SIZEY+8 + offsety SetScale(1,1) Next Next RestoreData numb1data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT1-1 For Local loopx:Int = 0 To GRID_WIDTH1-1 ReadData numb1data grid1:Int[loopx,loopy] = numb1data SetColor 255,255,255 'SetScale(2,2) DrawText numb1data,loopx*GRID_SIZEX+8 + offsetx-32 ,loopy*GRID_SIZEY+8 + offsety+32 SetScale(1,1) Next Next RestoreData numb2data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int = 0 To GRID_WIDTH-1 ReadData numb2data grid:Int[loopx,loopy] = numb2data SetColor 255,255,255 'SetScale(2,2) DrawText numb2data,loopx*GRID_SIZEX+8 + offsetx ,loopy*GRID_SIZEY+8 + offsety+64 SetScale(1,1) Next Next RestoreData textdata 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT2-1 For Local loopx:Int = 0 To GRID_WIDTH2-1 ReadData textdata grid4:String[loopx,loopy] = textdata SetColor 255,255,255 'SetScale(2,2) DrawText textdata,loopx*GRID_SIZEX1+8 + offsetx ,loopy*GRID_SIZEY1+8 + offsety+96 SetScale(1,1) Next Next RestoreData text1data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT3-1 For Local loopx:Int = 0 To GRID_WIDTH3-1 ReadData text1data grid5:String[loopx,loopy] = text1data SetColor 255,255,255 'SetScale(2,2) DrawText text1data,loopx*GRID_SIZEX2 + offsetx+6 ,loopy*GRID_SIZEY2+8 + offsety+128 SetScale(1,1) Next Next gx = (mx - offsetx) / GRID_SIZEX gy = (my - offsety) / GRID_SIZEY If gx>=0 And gx<=GRID_WIDTH-1 And gy>=0 And gy<=GRID_HEIGHT-1 gridData = grid[gx, gy] grid1Data = grid1[gx, gy] EndIf SetColor 255,255,255 'DrawText "Number: "+numberpicked ,10,570 Flip ; Cls Wend End #gridData DefData 1,2,1,1,2,1,1,2,1,1,2,1,3 #grid1Data DefData 3,2,1,2,2,1,2,2,1,2,2,1,2,3 #grid2data DefData 1,2,1,2,2,1,1,2,1,2,2,1,3 #grid3data DefData 1,1,1 #grid4data DefData 1,1,2,3,1,1 #numbdata DefData 3,6,9,12,15,18,21,24,27,30,33,36,3 #numb1data DefData 0,2,5,8,11,14,17,20,23,26,29,32,35,2 #numb2data DefData 1,4,7,10,13,16,19,22,25,28,31,34,1 #textdata DefData " 1st 12"," 2nd 12"," 3rd 12" #text1data DefData " 1to18"," EVEN","",""," ODD","19to36" Its rough code but does what i need. Thanks Gimpy73
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On The Right Path, A* Pathfinding In Leadwerks.
GIMPY73 commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
Excelent stuff MG. I did a waypoint system in Blitz3d a few years back , nothing as advanced as this tho lol. I had a BattleMech walk through a maze from point A-B-A. It was simple and worked well for what i needed. But your system is much better. Thanks Gimpy73- 1 comment
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- Blitzmax
- Pathfinding
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File Name: BadTrip.ogg File Submitter: GIMPY73 File Submitted: 13 Aug 2010 File Category: Music License: Don't do drugs Dont Ask lol Thanks Gimpy73 Click here to download this file
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File Name: Unknown2.ogg File Submitter: GIMPY73 File Submitted: 09 Aug 2010 File Category: Music License: to kill A modified version of Unknown by me mate , now with added Git Arrrs. Use as you see fit. Thanks Gimpy73 Click here to download this file
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Thanks Cocopino. I do use an image of the table as a background , and thought i could map a grid over it. Then if the mouse is on a certain grid number , it equals the table number Well that was one of my ideas I'll have a play with your code and see what i can come up with. Thanks Gimpy73
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Hey MG. Its 2D at the mo using pure BlitzMax. Once i get the 2D version done i'll then switch over to using LeadWerks , and will model the table and wheel in Cinema4D. Thanks Gimpy73
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Ok its been i while Ive been busy learning BlitzMax for the last few months , trying to get my head around OOP and what not. Anyway , I started working on a roulette game , and im having a few probs with how to do the table. What i mean is this: Do i use some sort of array grid to store the numbers on the table. Do i use some sort of Tlist to store the numbers on the table. Do i use some sort of OOP magic Are there any more ways of doing this??? EG: if i placed a chip on black 17 , how would i check that it is on black 17??? Any help on this Thanks Gimpy73
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Cheers MG Thanks Gimpy73
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File Name: Unknown.ogg File Submitter: GIMPY73 File Submitted: 02 Aug 2010 File Category: Music License: Pie and Chips Another Classic from me mate Feel free to use as you see fit. Thanks Gimpy73 Click here to download this file
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File Name: ACruiseDownTown File Submitter: GIMPY73 File Submitted: 26 Jul 2010 File Category: Music License: Table and Chair Another classic from me mate just use as you see fit. Thanks Gimpy73 Click here to download this file
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A very kind offer NA I think it would be great if you did a tutorial on anything. I agree with Mack , this would benifit the whole community , no matter what language it is done in PS: (im a BMax user hint hint ) Thanks Gimpy73
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Fantastic Josh Im in the ZONE Thanks Gimpy73
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Try to unweld the vertices in UU3D or unsmooth the mesh. Thats all i can think of at the mo , might not be right tho . Thanks Gimpy73
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Join the Club MG Thanks for the help tho Thanks Gimpy73