Benton Posted April 18, 2012 Share Posted April 18, 2012 LoadScene() is not working for me? require("Scripts/constants/keycodes") require("Scripts/linkedlist") require("Scripts/filesystem") require("scripts/math/math") require("scripts/constants/engine_const") ScreenWidth = 1200 ScreenHeight = 720 --Set graphics mode if Graphics(ScreenWidth,ScreenHeight)==0 then Notify("Failed to set graphics mode.",1) return end RegisterAbstractPath("") --Create framewerk object and set it to a global object so other scripts can access it fw=CreateFramework() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) FlushKeys() --HideMouse() local camera = fw.main.camera local scene = LoadScene("abstract::mountianvalley.sbx") chassis=LoadModel("abstract::vehicle_monstertruck.gmf") carobject=objecttable[chassis] car=carobject.vehicle if car==nil then Notify("Vehicle object not found.",1) chassis:Free() return end chassis:SetPositionf(130, 5, 690) chassis:SetRotationf(0,camera.rotation.y+180.0,0) --Variables local dx=0.0 local dy=0.0 local camerapitch=camera.rotation.x local camerayaw=camera.rotation.y local move=0.0 local strafe=0.0 local steering = 0.0 local torque = 0.0 local steerlimit = 30.0 local steerrate = 2.0 local steerangle=0.0 local prevmouseX = 750 local changemouseX MoveMouse(Round(GraphicsWidth()/2),Round(GraphicsHeight()/2)) while KeyHit(KEY_ESCAPE)==0 do --Camera look gx=Round(GraphicsWidth()/2) gy=Round(GraphicsHeight()/2) --dx=Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed()) --dy=Curve((MouseY()-gy)/4.0,dy,3.0/AppSpeed()) --MoveMouse(gx,gy) camerapitch=camerapitch+dy camerayaw=camerayaw-dx camerapitch=math.min(camerapitch,45) camerapitch=math.max(camerapitch,10) fw.main.camera:SetRotationf(camerapitch,chassis.rotation.y-180,0,1) local tirespeed=-(KeyDown(KEY_UP)-KeyDown(KEY_DOWN))*1.0 car:AddTireTorque(tirespeed,0) car:AddTireTorque(tirespeed,1) car:AddTireTorque(tirespeed,2) car:AddTireTorque(tirespeed,3) steermode=0 changemouseX = MouseX() - prevmouseX turnrad = changemouseX/10 steerangle=steerangle-turnrad*AppSpeed() steerangle=Clamp(steerangle,-5,5) car:SetSteerAngle(steerangle,0) car:SetSteerAngle(steerangle,1) steerangle=Clamp(steerangle,-25,25) car:SetSteerAngle(steerangle,0) car:SetSteerAngle(steerangle,1) fw:Update() local campos=TFormPoint(Vec3(0,1,0),chassis,nil) fw.main.camera:SetPosition(campos) fw.main.camera:Move(Vec3(0,0,-10)) local t=TFormVector(Vec3(0,0,1),camera,chassis) a=-math.deg(math.atan2(t.x,t.z))+180.0 chassis:Hide() chassis:Show() fw:Render() Flip(0) end chassis:Free() chassis=nil camera=nil ShowMouse() It does not seem to be loading a scene, its black with the car loaded...no errors...the scene DOES exist... Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
LEFans Posted April 18, 2012 Share Posted April 18, 2012 The position of the vehicle is incorrect?Place it in a suitable location in the scene. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
AggrorJorn Posted April 18, 2012 Share Posted April 18, 2012 Do you have physics on the car? It might be falling through the terrain. Quote Link to comment Share on other sites More sharing options...
Benton Posted April 18, 2012 Author Share Posted April 18, 2012 Ok so I made a really simple script: require("Scripts/constants/keycodes") require("Scripts/linkedlist") require("Scripts/filesystem") require("scripts/math/math") require("scripts/constants/engine_const") ScreenWidth = 1200 ScreenHeight = 720 --Set graphics mode if Graphics(ScreenWidth,ScreenHeight)==0 then Notify("Failed to set graphics mode.",1) return end RegisterAbstractPath("") --Create framewerk object and set it to a global object so other scripts can access it fw=CreateFramework() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) FlushKeys() --HideMouse() local camera = fw.main.camera local scene = LoadScene("abstract::mountianvalley.sbx") while KeyHit(KEY_ESCAPE)==0 do --Camera look fw:Update() fw:Render() Flip(0) end camera=nil ShowMouse() No scene gets loaded... engine.log: Leadwerks Engine 2.5 Initializing Renderer... OpenGL Version: 4.1.0 GLSL Version: 4.10 NVIDIA via Cg compiler Render device: GeForce GTX 460/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/collisions.lua"... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/fliphook.lua"... Invoking script "C:/Users/Benton/Documents/Leadwerk Projects/turning_heads/Scripts/start/globals.lua"... Loading material "c:/leadwerks engine sdk/materials/cobblestones.mat"... Loading texture "c:/leadwerks engine sdk/materials/cobblestones.dds"... Loading texture "c:/leadwerks engine sdk/materials/cobblestonesdot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/guide.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//mesh/mesh_shadow.vert", ""... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"... Loading texture "incbin::Arial9.dds"... Now one thing I don't understand: why is it looking in c:/leadwerks engine...when it should be looking in the script directory... Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Benton Posted April 18, 2012 Author Share Posted April 18, 2012 Is this a bug or...? Edit: After playing around with it, It can't seem to find shaders...? I thing the whole project is messed up, so I will create it in a new directory... Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
macklebee Posted April 18, 2012 Share Posted April 18, 2012 if you are running that script with the scripteditor.exe, then it probably still has the default engine.exe location set for the LE SDK folder instead of the engine.exe that should be located in your separate project folder. Or just keep everything for test purposes in the LE SDK 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...
Benton Posted April 19, 2012 Author Share Posted April 19, 2012 Gahh, you saved my life Mac, I was going crazy. Thanks Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
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