macklebee Posted January 4, 2010 Share Posted January 4, 2010 The noise.dds is in the SDK now... not sure when it got added back in though but its in the materials/effects folder. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Author Share Posted January 4, 2010 Note the change: shaders.pak not textures.pak ... see told you I was full of beer Again all complaints addressed in PM and sent to Macklebee ..... 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...
AndiSenior Posted January 4, 2010 Share Posted January 4, 2010 still the same problem... the noise.dds is in materials/effect folder shaders.pak in the directory where the source code is all engine related dll's are also in source directory RegisterAbstractPath() points to the correct folder no idea what the problem is.... copied the noise.dds to the source directory and it works! but this cant be the way... Quote Link to comment Share on other sites More sharing options...
macklebee Posted January 4, 2010 Share Posted January 4, 2010 does the noise.dds load now? the uniform variable warnings are normal and shouldn't cause a crash... if its still crashing it points to some other issue... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Author Share Posted January 4, 2010 still the same problem... the noise.dds is in materials/effect folder which is where? (the materials/effect folder that is) 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...
AndiSenior Posted January 4, 2010 Share Posted January 4, 2010 yes it loads the texture if I copy it to the source directory. warnings: aosizereduce and ssaostrength does not exits. but it works now. no idea why I have to copy this texture.... Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Author Share Posted January 4, 2010 yes it loads the texture if I copy it to the source directory. warnings: aosizereduce and ssaostrength does not exits. but it works now. no idea why I have to copy this texture.... can you post your abstractpath line? 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...
AndiSenior Posted January 4, 2010 Share Posted January 4, 2010 RegisterAbstractPath("D:\Program Files\Leadwerks Engine SDK"); Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Author Share Posted January 4, 2010 And "Leadwerks Engine SDK" is the install directory for 2.3 yes? 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...
AndiSenior Posted January 4, 2010 Share Posted January 4, 2010 sorry it's all working now without copying the texture. slashes instead of backslashes in the abstract path registration did it thanks anyway for your immediate support hope you will forgive newbies thanks Andi Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 4, 2010 Author Share Posted January 4, 2010 sorry it's all working now without copying the texture. slashes instead of backslashes in the abstract path registration did it thanks anyway for your immediate support hope you will forgive newbies thanks Andi No problems at all Andi, am glad its all working now 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...
PcWizKid Posted January 4, 2010 Share Posted January 4, 2010 HMMM 1 2 Quote Link to comment Share on other sites More sharing options...
panoramix Posted January 5, 2010 Share Posted January 5, 2010 RegisterAbstractPath("D:\Program Files\Leadwerks Engine SDK"); glad to see you fixed it, in C it should be double backslashes (because backslash is a escape character) RegisterAbstractPath("D:\\Program Files\\Leadwerks Engine SDK"); your solution works as well, but I'm not sure why... RegisterAbstractPath("D:/Program Files/Leadwerks Engine SDK"); Quote Desktop: Intel 2600K - Gigabyte Z68X-UD3H-B3 - 16GB G.Skill Sniper - EVGA 580 gtx - Raid0 OCZ Vertex 3 SSD - Win7 64bit. Link to comment Share on other sites More sharing options...
ArBuZ Posted January 10, 2010 Share Posted January 10, 2010 Using VC++ 2008 Express Use the 2.3 Project Wizard to create a new project I simply called the example "sceneloading" (again ...) Delete the generated example code in sceneloading.cpp Replace with the following code: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); Graphics(800,600); AFilter() ; TFilter() ; TWorld world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::YOUR_SCENE.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,5,-10)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); 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()) ; PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); } Copy to the sceneloading project folder engine.dll newton.dll shaders.pak Scripts folder from your 2.3 SDK folder Create a scene and save it in the maps folder in your SDK folder. Should work, but I am having a few beers so address all complaints to .. erm ... Macklebee If I use LEO Framework, how can I pass framework to LUA? This doesnt work: Framework *fw1=new Framework(); fw1->Create(); BP L=GetLuaState(); lua_pushobject(L,(BP)fw1); lua_setglobal(L,"fw"); lua_pop(L,1); LoadScene("C:/test/deserthighway.sbx"); It gives me error "Access violation reading location 0x2f005800" on LoadScene function. Im doing something wrong? Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Wchris Posted January 10, 2010 Share Posted January 10, 2010 If I use LEO Framework, how can I pass framework to LUA? This doesnt work: Framework *fw1=new Framework(); fw1->Create(); BP L=GetLuaState(); lua_pushobject(L,(BP)fw1); lua_setglobal(L,"fw"); lua_pop(L,1); LoadScene("C:/test/deserthighway.sbx"); It gives me error "Access violation reading location 0x2f005800" on LoadScene function. Im doing something wrong? you cannot do this. you must choose between full C++ framewerk or engine.dll included framework. Lua expects a handle to the engine.dll framework, the C++ framewerk is not compatible. i know this because i also hit this problem, one solution would be to extract framework from engine.dll and create a framework.dll with defined header ... this way we could create a compatible framework.dll in C++ and lua could call exported methods without knowing it's bmx or C++ compiled code. But i don't think Josh is headed this way now that framework is included in engine.dll. Anyway, if you don't want to modifiy the framework code, solution 2 with the engine.dll integrated framewrok is the easyest solution. Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Canardia Posted January 10, 2010 Share Posted January 10, 2010 It should work, since it works in gamelib too (and gamelib is using LEO Framework): from gamelib.cpp: luat.Create(); // create the LuaTools object luat.SetScriptObject("fw",scene.framewerk); // set the Lua variable fw // Structs int LuaTools::GetStackSize() { return GetTop(); } void LuaTools::SetStackSize( int size ) { int currentsize = GetStackSize(); if( size<currentsize ) Pop( currentsize-size ); } void LuaTools::SetScriptObject( const std::string& name, BP o ) { int size = GetStackSize(); PushObject( o ); SetGlobal( name ); SetStackSize( size ); } from gamelib.h: // Structs class LuaTools : public Lua { public: int GetStackSize(); void SetStackSize( int size ); void SetScriptObject( const std::string& name, BP o ); }; 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...
Wchris Posted January 10, 2010 Share Posted January 10, 2010 It should work, since it works in gamelib too (and gamelib is using LEO Framework): very interresting ... i'll have a closer look at LEO. Thanks EDIT : Hmmm ... when i see this in LEO framework inline void Framework::Update() const { ::leUpdateFramework(); } inline void Framework::Render() const { ::leRenderFramework(); } this makes me think LEO is calling the engine.dll framework methods ... and not the C++ framewerk renderer methods not sure but probable in that case it will work, but the C++ framewerk is not used Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Canardia Posted January 10, 2010 Share Posted January 10, 2010 Yes, LEO is using Framework, not Framewerk. And ArBuZ is using LEO Framework also: Framework *fw1=new Framework(); However, he seems to be passing **fw to Lua, and not *fw, that might be the problem. 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...
Wchris Posted January 10, 2010 Share Posted January 10, 2010 Yes, LEO is using Framework, not Framewerk. And ArBuZ is using LEO Framework also: Framework *fw1=new Framework(); However, he seems to be passing **fw to Lua, and not *fw, that might be the problem. Happy you found out Arbuz problem. If it's just a C++ coding issue than you're far better than me for sure. What will happen with the old C++ framewerk. Totally deprecated or a come back is possible ? Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Canardia Posted January 10, 2010 Share Posted January 10, 2010 You can still use it for games which don't use Lua, also in LE 2.3. You could also use it for games which use Lua, but then you need to customize a few entity scripts. 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...
Elmar Posted March 4, 2010 Share Posted March 4, 2010 How i can load this sky material, without the creating framewerk? Quote Link to comment Share on other sites More sharing options...
diedir Posted March 13, 2010 Share Posted March 13, 2010 sorry to knock at this door again but i got trouble with LE 2.31 not working on compile project Exception non gérée à 0x1014eec4 dans projetx6.exe : 0xC0000005: Violation d'accès lors de la lecture de l'emplacement 0x00000068 and stopping in engine.cpp at these lines: inline void RenderFramework(void) { leRenderFramework(); } and here my full code page: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:\Program Files\Leadwerks Engine SDK"); Graphics(800,600); AFilter() ; TFilter() ; TWorld world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::jeux6.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,5,-10)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); 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()) ; PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); } thank you for helping Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 13, 2010 Author Share Posted March 13, 2010 Compiles ok for me. Using the deserthighway.sbx How have you set the project up? 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...
diedir Posted March 13, 2010 Share Posted March 13, 2010 i set it like other wiki C++ tutorials, exactly like josh video tutos (was working with "camera controls" official tuto) i think i am wrong somewhere here general dir out : "..\$(ConfigurationName)" debug working dir : "../.." C++ with include dir "SDK_path/CPP" link editor: "../../$(ProjectName).exe" that's all i can see for my settings thanks for help Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 13, 2010 Author Share Posted March 13, 2010 The LE Wizards much easier. but have you copied over the DLL's, shader.pak and scripts directory to your 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...
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