Scott Richmond Posted February 5, 2010 Share Posted February 5, 2010 I'm a bit annoyed at myself for not being able to work this out, but why is it that the code pasted below will not give me lighting (other than ambient) and shadows? Note: The testMap I am loading works fine in the editor. Game::Game() { /*********************************************************************** ENGINE INITIALIZATION ***********************************************************************/ //setGameState(GAMESTATE_INITIALIZING); // NOT IN USE YET scroll_speed = 0.5; engine.Create("HiveMind Keeper v0.01", 800, 600, 0, 60); engine.SetAbstractPath("./Data"); engine.SetFilters(4, 1); engine.SetShadowQuality(DEEPSHADOW); world.Create(); framework.Create(); layer = framework.GetLayer(0); framework.GetRenderer().SetAntialias(1); framework.GetRenderer().SetBloom(1); framework.GetRenderer().SetGodRays(1); framework.GetRenderer().SetHDR(1); framework.GetRenderer().SetSSAO(1); framework.SetStats(2); // Must do this to allow LUA to access them. SetGlobalObject ("fw", framework); SetGlobalObject ("world_main", framework.main.GetWorld()); SetGlobalObject ("world_transparency", framework.transparency.GetWorld()); SetGlobalObject ("world_background", framework.background.GetWorld()); SetGlobalObject ("camera_main", framework.main.GetCamera()); SetGlobalObject ("camera_transparency", framework.transparency.GetCamera()); SetGlobalObject ("camera_background", framework.background.GetCamera()); level.buildMap(); // Load test map. lastSelectedEntity = level.playerPivot; // Need to init this otherwise we'll crash. camrotation=Vec3(0); mx=0; my=0; /*********************************************************************** GAME LOOP ***********************************************************************/ while( !engine.IsTerminated() ) { if( !engine.IsSuspended() ) // Don't do anything if we are not in focus. { framework.Update(); framework.Render(); engine.Flip(1); updateInput(); // Check for input and act accordingly. } } /*********************************************************************** CLEAN UP ***********************************************************************/ engine.Free(); } BuildMap Function: void Level::buildMap() { LoadScene("abstract::TestMap.sbx"); //Actor testGuy(PAWN, Vec3(4, 1, 0), 100); playerPivot.Create(); playerCamera.Create(); playerCamera.SetParent( playerPivot ); setCameraType(1); } Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Canardia Posted February 5, 2010 Share Posted February 5, 2010 Seems that you are not setting the fw variable. See gamelib's TGame::Initialize() method how to set it: luat.Create(); // create the LuaTools object luat.SetScriptObject("fw",scene.framewerk); // set the Lua variable fw Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 5, 2010 Author Share Posted February 5, 2010 Doesn't this line do the same thing? SetGlobalObject ("fw", framework); Also, where's the documentation on this? Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Canardia Posted February 5, 2010 Share Posted February 5, 2010 Doesn't this line do the same thing? SetGlobalObject ("fw", framework); Also, where's the documentation on this? No, that only sets an object called fw, it's not the same as a Lua variable.I don't think this is documented in the Wiki yet, but you find several examples which do this. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 5, 2010 Author Share Posted February 5, 2010 Ok, well I've set that up now for use in LEO/Framework: lua.Create(); int luaSize = lua.GetTop(); lua.PushObject(framework); lua.SetGlobal("fw"); if( luaSize - lua.GetTop() ) lua.Pop( lua.GetTop() - luaSize ); Still no luck. Incidently the windwill no longer animates or emits sound anymore. There has got to be something much more simple wrong here. Ideas? Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 The windmill uses the old Lua script and as far as I know is no longer in the SDK DL. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 5, 2010 Author Share Posted February 5, 2010 The windmill uses the old Lua script and as far as I know is no longer in the SDK DL. Really? Why? Not that it matters, the lua script is sitting in the model folder in my project folder. So all should be well. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 let me rephrase - The windmill uses the old Lua script and as far as I know The windmill model is no longer in the SDK DL. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Canardia Posted February 5, 2010 Share Posted February 5, 2010 I fixed the Windmill script: http://leadwerks.com/werkspace/index.php?app=tracker&showissue=49&view=findpost&p=201 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 5, 2010 Author Share Posted February 5, 2010 Ah fantastic. Thanks Lumooja. The Windmill now works fine. But still no lighting. I've even integrated the LuaTools function of yours from this post: http://leadwerks.com/werkspace/index.php?/topic/431-2-3-sync/page__view__findpost__p__5053 Sort of running out of ideas. Right now I'm doign a force update of the SDK and will see how that goes. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Canardia Posted February 5, 2010 Share Posted February 5, 2010 Can you paste the code for the light in sbx? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 5, 2010 Author Share Posted February 5, 2010 Thanks for taking the time to check this out Lumooja. FYI - The lighting works fine in-editor. Model { path="light_directional.gmf" position=0.000000000,1.00000000,0.000000000 rotation=45.0000000,34.9999924,3.12794646e-006 scale=1.00000000,1.00000000,0.999999940 id=211208536 "aligntoground"="0" "class"="Model" "collisiontype"="0" "damping"="0.000000000,0.000000000" "friction"="0.000000000,0.000000000" "gravity"="0" "intensity"="1.0000000000000000" "linearoffset"="0.310000002,0.400000006,0.699999988" "mass"="0.00000000000000000" "name"="light_directional_1" "order"="0" "range"="500.00000000000000" "reloadafterscript"="1" "resolution"="2" "shadowdistance"="6.00000000,20.0000000,100.000000" } Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share Posted February 5, 2010 Try adding castshadows here for the light_directional.gmf: "aligntoground"="0" "castshadows"="1" "class"="Model" "collisiontype"="0" Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 6, 2010 Author Share Posted February 6, 2010 Thanks but no cigar. I'm pretty sure its just not loading the light at all. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 6, 2010 Share Posted February 6, 2010 have you got the scripts folder copied to your appdir? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Scott Richmond Posted February 6, 2010 Author Share Posted February 6, 2010 Sure do. Quote Programmer, Modeller Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64 Visual Studio 2008 | Photoshop CS3 | Maya 2009 Website: http://srichnet.info Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 6, 2010 Share Posted February 6, 2010 no errors in the log file? if your abstract path is to the appdir have you copied over the entities folder? sorry just throwing things out there really. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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