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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?

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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?

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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.

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So ... it'd be easier to load the object's lua script in C++ rather than using the process scene function?

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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 :)

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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.

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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.

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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.

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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?

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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.

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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.

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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.

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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.

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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?

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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?

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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

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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.

 

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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.

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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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 :(

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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?

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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."

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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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

 

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"I used to be alive like you .... then I took an arrow to the head"

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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 :)

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