Marleys Ghost Posted January 5, 2010 Share Posted January 5, 2010 Am I right in thinking that LoadScene() handles the roads in a .sbx the same as other entities when loading that .sbx? 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 January 5, 2010 Share Posted January 5, 2010 Yes, LoadScene() loads also roads. 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 January 5, 2010 Author Share Posted January 5, 2010 hmm, well yes and no then as it works in Bmax but in C++ no errors .. but no roads using the deserthighway.sbx .. it loads the textures .. creates the road class .. and takes its time, on running, as though its laying the roads .. but no roads 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 January 5, 2010 Share Posted January 5, 2010 You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code. 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 January 5, 2010 Author Share Posted January 5, 2010 You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code. thought I was? 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 January 5, 2010 Author Share Posted January 5, 2010 You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code. Well I was just tinkering in C++ but will be using Bmax, just wanted to know why the roads never showed up using LoadScene() and C++? 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...
fuego Posted January 5, 2010 Share Posted January 5, 2010 Looking forward for the next version of game lib. Can you give an estimation of the time it will be available? Quote Link to comment Share on other sites More sharing options...
Canardia Posted January 5, 2010 Share Posted January 5, 2010 GameLib itself is ready today (almost got it ready yesterday already), but Josh needs to update a few C/C++ files (which I sent him yesterday also) since they were missing the commands for fog range setting. 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 January 5, 2010 Author Share Posted January 5, 2010 So Lumooja am I using the integrated framework in C++ or not? 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 January 5, 2010 Share Posted January 5, 2010 Yes, but those lines: UpdateAppTime(); UpdateWorld(AppSpeed()); might mess things a bit up. 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 January 5, 2010 Author Share Posted January 5, 2010 Yes, but those lines: UpdateAppTime(); UpdateWorld(AppSpeed()); might mess things a bit up. ok, so am using the right framework .. which I thought, but why would those two lines stop roads showing and if thats the case what should they be? 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 January 5, 2010 Share Posted January 5, 2010 You don't need those lines at all, since UpdateFramework() does the same thing. It could be also something else, like missing models or 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...
Marleys Ghost Posted January 5, 2010 Author Share Posted January 5, 2010 You don't need those lines at all, since UpdateFramework() does the same thing. It could be also something else, like missing models or scripts. ok, I see, but even without those lines the problem persists and as stated before in C++ no errors .. but no roads using the deserthighway.sbx .. it loads the textures .. creates the road class .. and takes its time, on running, as though its laying the roads .. but no roads Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//query.vert", ""... Invoking script "d:/C++ Projects/sceneloading/Scripts/start/collisions.lua"... Invoking script "d:/C++ Projects/sceneloading/Scripts/start/globals.lua"... Loading model "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.gmf"... Loading mesh "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.gmf"... Loading material "d:/game development/leadwerks sdk 2.3/materials/effects/invisible.mat"... Loading script "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.lua"... Creating class road_node Loading material "d:/game development/leadwerks sdk 2.3/materials/roads/road.mat"... Loading texture "d:/game development/leadwerks sdk 2.3/materials/roads/road_dashedwhite2.dds"... Loading texture "d:/game development/leadwerks sdk 2.3/materials/roads/road_dashedwhite2dot3.dds"... Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::/game development/leadwerks sdk 2.3/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"... Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//terrain/terrain.vert", "zip::/game development/leadwerks sdk 2.3/shaders.pak//terrain/terrain.frag"... Loading texture "incbin::noise.dds"... Hence my original enquiry. 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...
Niosop Posted January 5, 2010 Share Posted January 5, 2010 I can verify this behavior. Sample code: #include "engine.h" int main( int argn, char* argv[] ) { Initialize() ; RegisterAbstractPath("."); SetAppTitle( "luatest" ) ; Graphics( 800, 600) ; AFilter() ; TFilter() ; TCamera camera; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); camera=GetLayerCamera(layer); SetSSAO(1); SetBloom(1); SetHDR(1); SetAntialias(1); PositionEntity(camera,Vec3(50,350,-2)); TurnEntity(camera, Vec3(0,0,0)); TEntity scene = LoadScene("abstract::deserthighway.sbx"); TVec3 camrotation=Vec3(0); float mx=0; float my=0; MoveMouse(100, 100); HideMouse(); float strafe = 0; float move = 0; // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { strafe = Curve(KeyDown(KEY_D) - KeyDown(KEY_A), strafe, 20); move = Curve(KeyDown(KEY_W) - KeyDown(KEY_S), move, 20); mx = Curve(MouseX() - 100, mx, 6); my = Curve(MouseY() - 100, my, 6); MoveMouse(100,100); camrotation.X = camrotation.X + my; camrotation.Y = camrotation.Y - mx; RotateEntity(camera, camrotation); MoveEntity(camera, Vec3(strafe, 0, move)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } } // Done return Terminate() ; } Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 7, 2010 Author Share Posted January 7, 2010 Thanks Niosop, I notice in this mornings sync that: 12 files to update. Downloading "CPP/LEO/leoFramework.h"... Downloading "CPP/LEO/leoRenderer.h"... Downloading "CPP/engine.cpp"... Downloading "CPP/engine.h"... Downloading "CPP/usertype.dat"... Downloading "CPP/Renderer.cpp"... Downloading "Editor.exe"... Downloading "Maps/deserthighway_alpha.dds"... Downloading "Maps/deserthighway.sbx"... Downloading "Maps/train.sbx"... Downloading "Maps/train_alpha.dds"... Downloading "Models/Entities/Road/road_node.lua"... but still roads are not showing. are you still having the same problem? 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...
Niosop Posted January 7, 2010 Share Posted January 7, 2010 Hmmm, I just got some CPP files and Editor.exe. Hey, I've got roads! Almost didn't notice them at first because w/ bloom and stuff they were too shiny, but they are there! Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 7, 2010 Author Share Posted January 7, 2010 Hmmm, I just got some CPP files and Editor.exe. Hey, I've got roads! Almost didn't notice them at first because w/ bloom and stuff they were too shiny, but they are there! Are you still using the code you posted above? 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...
Niosop Posted January 7, 2010 Share Posted January 7, 2010 Yeah, it has some other video related stuff in it, but it's the same other than that. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 7, 2010 Author Share Posted January 7, 2010 Yeah, it has some other video related stuff in it, but it's the same other than that. Well, I just tried your code, set the Abstract path to the SDK, all FX off .. no skybox (I assume because Set Lua variable not being set), but still no roads. No errors either in the log. 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 January 7, 2010 Author Share Posted January 7, 2010 Hang on ... put the above comment on hold ... EDIT: ok yes they do appear in your code, somewhat "fragmented" but altering line 13 in the road_node.lua to a higher value (Thanks to Macklebee for that) sorts it out. 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 January 7, 2010 Share Posted January 7, 2010 Roads don't work properly from engine.exe with the fpscontroller2.lua script either. You can test this by changing the scene to deserthighway.sbx and line 44 to: controller:SetPosition(Vec3(1032,173,-244)) What happens is that the road splits more and more into pieces the closer you get to it. From further away it looks OK. I think this might be related to the C++ roads issue also. 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...
Niosop Posted January 7, 2010 Share Posted January 7, 2010 Yeah, just got close to them, they are all fragmented. Maybe z fighting issue between roads and terrain? Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Canardia Posted January 7, 2010 Share Posted January 7, 2010 I found a way to fix the roads, at least in LUA. Change line 13 in road_node.lua to: class.roadoffset=0.055 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 January 7, 2010 Author Share Posted January 7, 2010 I found a way to fix the roads, at least in LUA. Change line 13 in road_node.lua to: class.roadoffset=0.055 Just edited my previous post to say that lol .. but yes it does sort it out. 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 January 7, 2010 Author Share Posted January 7, 2010 OK, forced an update. and now the roads are showing. So problems solved 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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