Shard Posted December 2, 2009 Share Posted December 2, 2009 So I looked through the tutorial for loading a scene and it seemed simple enough. I followed the code and ran it but the lights and barrels didn't appear even though they showed up in the editor. So I took a level from my teammates work. I loaded it, no processing. There was collision with the terrain but not the object in the scene. I did I process scene, the terrain disappeared but I got collision with the object. I'm wondering if there is something weird in 2.3 or if the version of Process Scene in the tutorial is super old. How do you guys process scene? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
AggrorJorn Posted December 2, 2009 Share Posted December 2, 2009 I have been struggeling with this many times. I haven't tried but I know that the Gamelib has a ProcessScene function. Have you copied every entity and object to your game folder? Quote Link to comment Share on other sites More sharing options...
Shard Posted December 2, 2009 Author Share Posted December 2, 2009 Yes, I have. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Scott Richmond Posted December 2, 2009 Share Posted December 2, 2009 Thats a question I wouldn't mind having answered as well. To be honest I think the whole scene loading system in LE 2.3 is very shoddy. As far as I know it doesn't load lights, emitters, physics bodies (Thus, no colision), etc. Its a mess. Can anyone clear this up for us? 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 December 2, 2009 Share Posted December 2, 2009 While gamelib's ProcessScene still works with 2.3, I think it's not really needed anymore, since LUA does all the ProcessScene with each Model's own script. With the entity scripts you get much more flexibility into the ProcessScene function (like adding parts from disk to models), although gamelib has lots of stuff already built-in. I don't know yet what is the final solution, as I just need to use them more and write games to see where the benefits and limits of either method show themselves. 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...
Porsche Posted December 2, 2009 Share Posted December 2, 2009 So ... it'd be easier to load the object's lua script in C++ rather than using the process scene function? Quote Artist, Animator, Musician, P/T Programmer Dual Core @ 2.6GHz per /nVidia 9600 GT/ 4 GBs DDR3 6800 / XP Pro 32/64 Bit Photoshop CS3 / 3D Studio Max 8 / VS '08 Link to comment Share on other sites More sharing options...
Canardia Posted December 2, 2009 Share Posted December 2, 2009 The thing is, you don't need to do anything in C++ to let the LUA scripts load their things. They are all called by the first UpdateWorld() call in C++, which you can do also before the main loop once to have some better preloading. My intuition says we should use LUA for all ProcessScene handling, as it's also tied closely to the game development, according to the WYSIWYG principle. If something is not possible in LUA, then gamelib's ProcessScene should kick in and do the rest, but I have to make an option in gamelib to remove it's claws from ProcessScene when LUA is used. Right now it just kills all LUA scripts, which kinda works since it takes care of what it killed 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...
Marleys Ghost Posted December 2, 2009 Share Posted December 2, 2009 So I looked through the tutorial for loading a scene and it seemed simple enough. I followed the code and ran it but the lights and barrels didn't appear even though they showed up in the editor. So I took a level from my teammates work. I loaded it, no processing. There was collision with the terrain but not the object in the scene. I did I process scene, the terrain disappeared but I got collision with the object. I'm wondering if there is something weird in 2.3 or if the version of Process Scene in the tutorial is super old. How do you guys process scene? Now with 2.3 I simply LoadScene .. the only things it won't do in C++ is the waterplane and skybox as far as I know. The Tutorial is old. From 2.26 on I wrote my own process scene function. Now in 2.3 only a few things would need parsing seperately from the LoadScene command. 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 December 2, 2009 Share Posted December 2, 2009 Hrm, this is interesting, as its one of the big gripes I have at the moment. I love the editor but there seems to be so much rigmaroll around loading a scene. So, in C++, one does a LoadScene and everything should load providing that there is a script associated with each model? Right now lights don't seem to load for me. 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 December 3, 2009 Share Posted December 3, 2009 Hrm, this is interesting, as its one of the big gripes I have at the moment. I love the editor but there seems to be so much rigmaroll around loading a scene. So, in C++, one does a LoadScene and everything should load providing that there is a script associated with each model? Right now lights don't seem to load for me. Have a read through this Thread it may help. 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 December 3, 2009 Share Posted December 3, 2009 Have a read through this Thread it may help. Ah. Found out what was wrong - I have my scripts under /Data/Scripts/... This does not work out well as all the scripts are hard coded to be located under Scripts/... There any reason why the abstract file-system was left out for the dofile command in LUA? 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 December 3, 2009 Share Posted December 3, 2009 It was not left out, but dofile() is a native LUA command. LE would have to do it's own DoFile() command which supports abtract paths, or you can use dofile(AbstractPath("abstract::somefile.lua")), theoretically at least. 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 December 3, 2009 Share Posted December 3, 2009 Hrm. Its a bit messy. Ah 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...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 Have a read through this Thread it may help. I have looked at this thread but so much of it is in BlitzMax and I don't understand that so well. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Scott Richmond Posted December 3, 2009 Share Posted December 3, 2009 I have looked at this thread but so much of it is in BlitzMax and I don't understand that so well. There is a fair bit to it, but basically I have figured out that you do your LoadScene as usual, but include the code I've pasted below beforehand: SetGlobalObject ("world_main", fw.GetMain().GetWorld()); SetGlobalObject ("world_transparency", fw.GetTransparency().GetWorld()); SetGlobalObject ("world_background", fw.GetBackground().GetWorld()); SetGlobalObject ("camera_main", fw.GetMain().GetCamera()); SetGlobalObject ("camera_transparency", fw.GetTransparency().GetCamera()); SetGlobalObject ("camera_background", fw.GetBackground().GetCamera()); That allows LUA to properly execute some commands. So far everything works for me except sound, which I have no idea why its not working. 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...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 There is a fair bit to it, but basically I have figured out that you do your LoadScene as usual, but include the code I've pasted below beforehand: SetGlobalObject ("world_main", fw.GetMain().GetWorld()); SetGlobalObject ("world_transparency", fw.GetTransparency().GetWorld()); SetGlobalObject ("world_background", fw.GetBackground().GetWorld()); SetGlobalObject ("camera_main", fw.GetMain().GetCamera()); SetGlobalObject ("camera_transparency", fw.GetTransparency().GetCamera()); SetGlobalObject ("camera_background", fw.GetBackground().GetCamera()); That allows LUA to properly execute some commands. So far everything works for me except sound, which I have no idea why its not working. I did do as you suggested, but seems like I have the same problem. When I don't do ProcessScene, I don't collide with objects, even though there is Lua code that goes with it. And when I do enable Process Scene, the ground disappears. #include "Include.h" #include "ProcessScene.h" int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nShowCmd ) { TWorld world; TCamera cam; Initialize(); //Create a graphics context Graphics(800,600); //Create a world world=CreateWorld(); if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create render buffers TBuffer gbuffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TBuffer lightbuffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH); //Create a camera cam=CreateCamera(); CreateListener(cam); SetGlobalObject("world_main",world); SetGlobalObject ("camera_main",cam); //Load the scene TEntity scene; scene =LoadScene("abstract::simple.sbx"); //ProcessScene(scene); //Texture quality settings TFilter(1); AFilter(4); //Create the spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); SetBodyElasticity(spectator,0.0); SetBodyBuoyancyMode(spectator,0); EntityType(spectator,2); PositionEntity(spectator,Vec3(0,2,-4)); float mx=0.0,my=0.0; float move=0.0, strafe=0.0; TVec3 camrotation; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); Collisions(1,1,1); Collisions(1,2,1); Collisions(1,3,1); Collisions(2,3,1); //================================================================ //Main loop //================================================================ while(!KeyHit(KEY_ESCAPE)) { //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,3); my=Curve(MouseY()-GraphicsHeight()/2,my,3); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation=EntityRotation(cam); camrotation.X+=my * 0.1; camrotation.Y-=mx * 0.1; RotateEntity(cam,camrotation); //Camera movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); UpdateAppTime(); UpdateWorld(AppSpeed()); //Position the camera where the spectator body is PositionEntity(cam,EntityPosition(spectator)); //Render the main world SetBuffer(gbuffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(gbuffer); Flip(); } exitapp: return Terminate(); } I think that Josh should do a tutorial for this soon, even if he doesn't so much for other stuff, because those work for the most part and this is a fairly integral part of making a project work properly. Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
AggrorJorn Posted December 3, 2009 Share Posted December 3, 2009 I think that Josh should do a tutorial for this soon, even if he doesn't so much for other stuff, because those work for the most part and this is a fairly integral part of making a project work properly. So basicly put together: load a scene/sbx with C++ including: moddels lights nodes [*]process the scene with LUA scripts perhaps, explanation which LUA scripts do the processing what files need to be copied to your game folder Am I forgetting something? Quote Link to comment Share on other sites More sharing options...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 So basicly put together: load a scene/sbx with C++ including: moddels lights nodes [*]process the scene with LUA scripts perhaps, explanation which LUA scripts do the processing what files need to be copied to your game folder Am I forgetting something? Sound and Triggers? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Canardia Posted December 3, 2009 Share Posted December 3, 2009 There's really nothing much to do in order to load a scene with lights, sounds and all scripts. Just a simple LoadScene() is enough: --Register abstract path RegisterAbstractPath("") --Set graphics mode if Graphics(1024,768)==0 then Notify("Failed to set graphics mode.",1) return end --Create framewerk object and set it to a global object so other scripts can access it fw=CreateFramewerk() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) camera=fw.main.camera camera:SetPositionf(0,2,-2) scene=LoadScene("abstract::testscene.sbx") while AppTerminate()==0 do fw:Update() fw:Render() Flip(0) end 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...
Marleys Ghost Posted December 3, 2009 Share Posted December 3, 2009 Setup a new project with LEWizard Copy the scripts folder to the Project directory Create a simple scene, flat terrain, Directional light and barrels save in the maps folder in the SDK folder. #include "engine.h" int main(int argc, char** argv) { TWorld world; TCamera cam; Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); //Create a graphics context Graphics(800,600); //Create a world world=CreateWorld(); if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create render buffers TBuffer gbuffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TBuffer lightbuffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH); //Create a camera cam=CreateCamera(); CreateListener(cam); SetGlobalObject("world_main",world); SetGlobalObject ("camera_main",cam); TListener listener= CreateListener(cam); SetGlobalObject("listener", listener); //Load the scene TEntity scene; scene =LoadScene("abstract::simple.sbx"); //Texture quality settings TFilter(1); AFilter(4); //Create the spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); SetBodyElasticity(spectator,0.0); SetBodyBuoyancyMode(spectator,0); EntityType(spectator,2); PositionEntity(spectator,Vec3(0,2,-4)); float mx=0.0,my=0.0; float move=0.0, strafe=0.0; TVec3 camrotation; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); Collisions(1, 1, 1); Collisions(1, 2, 1); Collisions(1, 3, 1); Collisions(2, 2, 1); Collisions(2, 3, 1); Collisions(3, 3, 1); //================================================================ //Main loop //================================================================ while(!KeyHit(KEY_ESCAPE)) { //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,3); my=Curve(MouseY()-GraphicsHeight()/2,my,3); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation=EntityRotation(cam); camrotation.X+=my * 0.1; camrotation.Y-=mx * 0.1; RotateEntity(cam,camrotation); //Camera movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); UpdateAppTime(); UpdateWorld(AppSpeed()); //Position the camera where the spectator body is PositionEntity(cam,EntityPosition(spectator)); //Render the main world SetBuffer(gbuffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(gbuffer); Flip(); } exitapp: return Terminate(); } You need to update the oildrum.lua file with this: --Add collision noise function Collision(model,entity,position,normal,force,speed) local entity=entitytable[model] local time,i if fw~=nil then listener = fw.listener else listener=GetGlobalObject("listener") end if EntityDistance(listener,model)<30 then if speed>hitthreshhold then time=AppTime() if time-lasthitnoisetime>hitnoisedelay then --Check how many impact noises are already active local countsources=0 for i=0,2 do if hitnoise[i]~=nil then countsources=countsources+hitnoise[i]:ActiveSources() end end --Only emit a sound if there are fewer than the allowed max sources if countsources<maxhitsources then i=math.random(0,2) if hitnoise[i]~=nil then entity.model:EmitSound(hitnoise[i],30,1.0,0) end end lasthitnoisetime=time+math.random(0,hitnoisetimevariation) end end end end I made it so the code points to the SDK folder so nothing, other than the scripts folder needs to be moved to the app dir. This is only a very basic outline based on the code you supplied. 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...
Marleys Ghost Posted December 3, 2009 Share Posted December 3, 2009 And when I do enable Process Scene, the ground disappears The old ProcessScene.cpp had that problem with later versions. I did a quick and dirty fix by removing: //Remove children from scene root child_count=CountChildren(scene); for( i=1; i<=child_count; i++ ) { entity=GetChild(scene,1); if (EntityHidden(entity)) { FreeEntity(entity); } else { EntityParent(entity,NULL); } } //Free scene root FreeEntity(scene); Thats was before I wrote my own ProcessScene Function. But the tutorials are "old" and had issues with later versions of the SDK. 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...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 Thanks everyone. After doing as Marley suggested, I found that it didn't work. So I took a look at the text that prints out after the engine runs. It seems like all the Lua files (the ones included in the SDK folder) need to be included and I didn't know this. After porting it over all the Lua code, everything started work perfectly. For the time being anyways Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 Thanks everyone. After doing as Marley suggested, I found that it didn't work. So I took a look at the text that prints out after the engine runs. It seems like all the Lua files (the ones included in the SDK folder) need to be included and I didn't know this. After porting it over all the Lua code, everything started work perfectly. For the time being anyways Hahah, seems like I've found a question already. How does one go about rendering water with the new system? Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 3, 2009 Share Posted December 3, 2009 Thanks everyone. After doing as Marley suggested, I found that it didn't work. So I took a look at the text that prints out after the engine runs. It seems like all the Lua files (the ones included in the SDK folder) need to be included and I didn't know this. After porting it over all the Lua code, everything started work perfectly. For the time being anyways Which is why I said "Copy the scripts folder to the Project directory" and "I made it so the code points to the SDK folder so nothing, other than the scripts folder needs to be moved to the app dir." 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...
Shard Posted December 3, 2009 Author Share Posted December 3, 2009 Which is why I said "Copy the scripts folder to the Project directory" and "I made it so the code points to the SDK folder so nothing, other than the scripts folder needs to be moved to the app dir." Yup, I thought you meant just the barrel script and I didn't realize that I had to move all of them Quote Programmer/Engineer/Student www.reikumar.com 2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM C++ - Visual Studio Express - Dark GDK - Leadwerks SDK Link to comment Share on other sites More sharing options...
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