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Qbound

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Everything posted by Qbound

  1. now i figured out how i can download the files... only do a second download... how simple But i experienced the same issue with the password on: - Slum - Houses - Blacksmith Those are converted by NoOdle i think. @NoOdle did you converted them? and if so what is the password? cu Oliver
  2. rotfl... @Rick do you know the speed velocity of an unladen swallow? cu Oliver
  3. It looks cool. but where is the gallery on top gone? it looks really fresh with some pictures on top of the page! cu Oliver
  4. I fully agree to dedicated Server with non grafix. That is the reason why i use Raknet. Cu Oliver
  5. Thanx Rick for the replay. I use UU3D and i do the conversion by myself. But if i can save some time due to a download then i am very happy I downloaded the the marketplace and the slum set but both did not contain the gmf files. cu Oliver
  6. Hi, one question... how do can i download those packs with the newly inlcuded gmf file? When i use the link from the emails i recieve only the 'old' files without the gmf files? Thanks for the hints. Cu Oliver
  7. Hey Gandi, nice work man... Does this work with meshes aswell? (bridges and so on?) cu Oliver
  8. works on my 64bit machine now... well done... i got some minor exceptions from the buttons in your menuebar. Well done. one suggestion: - maybe you can add a normal textexport. so that we can copy and paste the settings thumbs up Oliver
  9. i have the same exception on my 64Bit Vista System. The GUI looks good... keep on nice job. cu Oliver
  10. Qbound

    Scenegraph Stuff

    Sounds like a good approach.
  11. Thanks for the help. Ill try this out. At the moment i think the problem is that i do not hit a surface and there for there is no decal created. btw. why you don't use 0.0625 as the 3rd parameter. it will be faster then everytime a devision. cu Oliver
  12. Hi all, are the decals working in 2.3? i tried to create a decal but i got a NULL pointer back. And i think i setup the parameters right. hopefully here is the code // Create the pick TPick _Pick; // get the ground of the mesh LinePick( &_Pick, m_vPositionCurrent, Vec3( m_vPositionCurrent.X, m_vPositionCurrent.Y -10, m_vPositionCurrent.Z ),0 ,1 ); // Create the ground decal m_MeshDecal = CreateDecal( _Pick.surface, m_vPositionCurrent, 2, 32 ); m_matDecal = LoadMaterial( "abstract::SFX_DECAL_WAKE.mat" ); PaintEntity( m_MeshDecal, m_matDecal ); m_vPositionCurrent is the current position of the player and it is set correct. It has an offset of 2 and the linepick gave me a surface back. I do not understand what the parameter at the end of the createdecal is. so far with searching the forum (old one) most used 32 a change of this parameter has no effect at all. cu Oliver
  13. i will go the way like diablo 2 did. so no list but slots with different sizes. In the beginning i use lists because they are easier to handle from the coding point of view. the DB and all items are prepared for the D2 way. For merchants and so on i will use lists. cu Oliver
  14. there is the full format description http://www.leadwerks.com/wiki/index.php?title=Game_Model_Format so there is no magic behind the scene! And btw. some of us are creating mesh data with le so not just having them in gmf instead in many others would be a huge gain! i would use it, as discribed above... cu Oliver
  15. Hi Masterxilo, from my point of view the strength of formats and sdk's like LE is from the usability and documentation. So i think you'll raise the strength of leadwerks if you build such an converter cu Oliver
  16. thanks for the tip i only tried unwrap3d.com cu Oliver
  17. thanks for the tipp it is working and the exporter does very well cu Oliver
  18. Hi, sometimes.... I just installed the new Version from UU3D 320. Than i copied the converters into my plugin folder. every converter was ok but guess which one not! and not that this was enough... i thought i could go to the www.unwrap3d.com site and redownload the current version. but the side is now down. so does anybody has this converter in place? if so please upload it here or better to the download section of the board hopefully it will work. the old one was only for UU3D 317 and worked under 318. cu Oliver
  19. Hi, I think you are more looking for a factroy pattern... i would do something like this: First define a virtual class called Service. class CService { public: float m_fMyVar; UINT8 m_uiMyType; public: CService(); virtual ~CService(); UINT8 GetType(){return m_uiType;}; virtual void Setup() = 0; virtual void Execute() = 0; virtual void Shutdown() = 0; }; typedef CService* LPSERVICE; This is your pure virutal BaseService class. Now you can use it as the base for all the service youll provide. Just do the following. class CMyNewService : public CService { public: CMyNewSerrvice(); ~CMyNewService(); void Setup(){ m_fMyVar = 42; uiMyType = 1; }; void Execute(){ m_fMyVar++; }; void Shutdown(){ m_fMyVar = 0; }; }; typedef CMyNewSerrvice* LPMYNEWSERVICE; Then you have to create a factory or a managerclass. class CServiceProvider{ protected: map<UINT8, LPCSERVICE> m_mapService; public: CServiceProvider(); ~CServiceProvider(); void Register( LPCSERVICE _pService ){ m_mapService[ _pService->GetType() ] = _pService; }; LPCSERVICE Get( UINT8 _uiService ){ return m_mapService[ _uiService ]; }; }; The usage looks like this LPMYNEWSERVICE m_pService = new CMyNewService(); m_pService->Setup(); CServiceProvider cServiceProvider; cServiceProvider.Register( m_pService ); LPSERVICE m_pCOMMON_SERVICE = cServiceProvider.Get( 1 ); Hopefully i understood you right!? this is right from brain to forum so no testing cu Oliver
  20. nice to know that it normally works out well... so i will try it with serval models later on. cu Oliver
  21. always when i convert it directly into gmf. i loose all the animations in the model. The filesize drops down to the raw mesh size plus 1 pose. Using the workaround gives you all the animations. I tested it with 10 models and always the same. All programversions uptodate. cu Oliver
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