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Everything posted by Josh

  1. Oh yeah. That's one way. For the viperscout model, I set up a system where I could control the car with messages. That way the same commands could be used to control the car with AI, network, or user input. Or you could just load the car in the game script and set it up how you want. You can also set the entity user data field to the vehicle object you create, so other scripts can access it. There's a lot of ways to do things!
  2. The editing tools aren't scripted, so that is not possible. I think once you finish renaming the textures you want to use, you will find the new texture requester to be much faster to work with.
  3. The Update() function declared in the main code is the one the engine calls. The Update() function that is declared in the Spawn() function is our own private function the engine does not know about. The nice thing about the functions declared this way is you can use the Self keyword in them, and they allow a more OO style of coding. You can call model:UpdateTires() instead of UpdateTires(model), which I prefer. BTW, that script should be modified as follows: function Update(world) It doesn't make any difference in this case, but the Update function is passing a world to the script, not a model.
  4. The engine generally doesn't care what folder any files are in. I stole this idea from the Far Cry 2 editor, and I find it a lot easier to work with, once you have all your terrain textures named properly.
  5. The vis file contains the data about which terrain tiles are hidden. I'm afraid your other question is too vague. If you just drag the monster truck into the scene, it will have roll around. You can hold the shift key and use the mouse to move it around with physics forces.
  6. Josh

    Use the Tracker!

    I installed a really nice bug tracking system. Use it wisely. I'll leave this forum section up for the rest of the week, but from now on we should use the tracker.
  7. Happy Birthday!

  8. Somewhere in the last dozen updates, I decided to rename the default model and texture directories. They used to be called "meshes" and "textures" and I changed them to "models" and "materials". If you just copy the media from the meshes and textures directories, into the models and materials directories, respectively, the CD content will be visible to newer versions of 3D World Studio.
  9. Josh

    rotating wheel

    Make sure you include the keycodes script. In the Update function, you can control the logic and movement: if KeyHit(KEY_T)==1 then model:SetKey("mode","1") end if model:GetKey("mode")==1 then model:Turnf(AppSpeed(),0,0) end See my existing scripts to see how the update function is set up.
  10. Terrain holes do affect physics.
  11. Josh

    2.3 is live

    The two APIs are about the same, although OpenGL runs on more platforms. DX11 has a couple new features OpenGL hasn't implemented yet, but I expect tessellation support to be added. OpenGL will also run the same on all versions of Windows, but I think DX11 has better backwards compatibility than DX10 had.
  12. I will be adding more examples soon, and this is one area where I want to improve documentation.
  13. Usually the first couple years of any engine's life doesn't produce any games, because users are still learning the system, and it's still being improved. The nicest DarkBasic and Blitz3D projects didn't come along until 5 years after they were released.
  14. There's an IPB application for tracking bugs. I'll try it out this week. If it works, we can enter bug reports in that and keep better track of them, so maybe save non-critical reports until then.
  15. Josh

    2.3 is live

    Regarding the forum, the general engine discussion is open to the public so anyone can ask questions and post.
  16. Josh


    I tried emailing you, but my message was rejected. You might want to try using PayPal to order. I don't know why Google Checkout doesn't allow orders from your country: https://www.paypal.com/xclick/business=orders%40leadwerks.com&item_name=Leadwerks%20Engine%202.3%20single-user%20Upgrade&amount=50.00&no_shipping=0&no_note=1&currency_code=USD
  17. Finally, the evaluation kit for Leadwerks Engine 2.3 is released. Get it here. The evaluation kit allows saving and script editing for a period of 30 days. C/C++ programming is not possible with the evaluation kit. An NVidia GEForce 7000 or ATI Radeon 2000 series graphics card is required. An NVidia GEForce 8800 or ATI Radeon 3870 graphics card is recommended.
  18. Josh

    2.3 is live

    If you just run it again when done, it will update just those files that don't match the server. There's probably a lot of people downloading right now.
  19. Josh

    2.3 is live

    There's probably a setting somewhere that controls that. I'll find it, but I have other stuff to do today.
  20. Vegetation does not reflect, because originally it was only intended for grass and small plants. It also doesn't collide yet, but that will come. I'll have to figure something out to control which layers reflect, and when.
  21. Josh

    2.3 is live

    Just woke up. If you look at the arctic terrain map, in the vegetation layer settings for the tree there is an option to use billboards. The engine automatically generates 6-sided billboards and renders them with a special algorithm, so you can have hundreds of thousands of trees onscreen. This is the feature I was talking about. You can now render just as much foliage as Crysis, at good speed. I spent about a month trying to figure how how the heck Crysis was able to render so much foliage, back around June.
  22. Emails are sent. I'm going to sleep. If you haven't received your email or your werkspace account needs to be enabled, I'll be awake tomorrow.
  23. Josh

    Entering data...

    Anyone can register a forum account but only SDK owners can read or post in the private forums.
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