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Marleys Ghost

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Everything posted by Marleys Ghost

  1. Looks like my crates? if so they had dynamic .phy files ... if all else fails its a 1x1x1 box ... <coff>
  2. Whilst using Fragmotion in the conversion pipeline will help with some of the more "troublesome" models/HUDs there are some that still won't import correctly to it. I wrote a convertor in DarkBasic Pro to make use of its import/export functionality, which helped with those but still not all of them. If you mean the FPS HUD's then the weapons tend to have the faces that wont be seen removed, to save on the poly count I guess.
  3. If you are importing .x format into UU3D then on the import dialogue you should be able to check flip handedness.
  4. So you are using your opinion as to what "AAA Graphics" are .... which brings us back to what is the rule of thumb for "AAA" anything? I like this definition .. "The distinction is deceptively straightforward. When you tell your parents (who are still baffled about quite what it is that you do) about a medium-budget game project, they - trying to be appreciative and supportive - will say 'Aah'. But if it's a larger-budget game project they, to indicate they realise it's a bigger deal, will nod and say 'AAAh'" Ed Stern I think AAA is more a marketing thing thats a function of budget in IMHO, but graphics? Dear Esther ? (not a game in my opinion), others,Orcs Must Die,Trine 2 and ? ..
  5. C'mon GP you should know, nothing is straight forward around here ... lol
  6. So an AAA title for you then must be of the same level graphics wise as Battlefield 3?
  7. Depends on your definition of "AAA graphics" or your defintion of just "AAA"
  8. I thought he went to Xors3D ...... odd that ...
  9. make sure you also have model detail set to high in the editor.
  10. Also see Macks tute here: http://www.leadwerks.com/werkspace/page/articles/_/programming/blitzmax-framework-and-lua-r35
  11. Setup your application directory, make sure you have a copy of the scripts directory in the SDK copied to it along with newton.dll and shaders.pak. You will also need to set up lua-gluefunctions.bmx in the same directory. This can be created by running: SuperStrict Framework leadwerks.engine Import "PATH TO YOUR 2.x SDK FOLDERBMXFrameworkframework.bmx" Import lugi.generator generateGlueCode("lua-gluefunctions.bmx") Notify "lua-gluefunctions.bmx Generation Complete" End Then use the following for a simple framework context: SuperStrict Framework leadwerks.ENGINE Import "PATH TO YOUR 2.x SDK FOLDERBMXFrameworkframework.bmx" Include "lua-gluefunctions.bmx" AppTitle:String = "Blank" GCSetMode(2) RegisterAbstractPath "PATH TO YOUR 2.x SDK FOLDER" Graphics(800,600) AFilter(4) TFilter(1) Global fw:TFramework = TFramework.Create() If Not fw RuntimeError "Failed to initialize engine." SetScriptObject("fw", fw) SetBackgroundColor(Vec4(0.0,0.0,0.5,1.0)) SetZoom(1.25) SetStats(2) PositionEntity(fw.Main.camera,Vec3(0.0,0.0,0.0)) Repeat If KeyHit(KEY_ESCAPE) Exit If AppTerminate() Exit UpdateFramework() RenderFramework() Flip() Forever fw.renderer.gbuffer = Null GCCollect() End Function StringToVec2:TVec2(text:String, scale:Float = 1.0) Local t:TVec2 = Vec2(1) Local sarr:String[] sarr = text.split(",") If sarr If sarr.length > 0 t.x = Float(sarr[0]) * scale If sarr.length > 1 t.y = Float(sarr[1]) * scale EndIf Return t EndFunction Function StringToVec3:TVec3(text:String, scale:Float = 1.0) Local t:TVec3 = Vec3(1) Local sarr:String[] sarr = text.split(",") If sarr If sarr.length > 0 t.x = Float(sarr[0]) * scale If sarr.length > 1 t.y = Float(sarr[1]) * scale If sarr.length > 2 t.z = Float(sarr[2]) * scale EndIf Return t EndFunction Function StringToVec4:TVec4(text:String, scale:Float = 1.0) Local t:TVec4 = Vec4(1) Local sarr:String[] sarr = text.split(",") If sarr If sarr.length > 0 t.x = Float(sarr[0]) * scale If sarr.length > 1 t.y = Float(sarr[1]) * scale If sarr.length > 2 t.z = Float(sarr[2]) * scale If sarr.length > 3 t.w = Float(sarr[3]) * scale EndIf Return t EndFunction Function SetScriptObject(name:String, o:Object) Local size:Int=GetStackSize() lua_pushbmaxobject(luastate.L,o) lua_setglobal(luastate.L,name) SetStackSize(size) EndFunction Function GetStackSize:Int() Return lua_gettop(luastate.L) EndFunction Function SetStackSize(size:Int) Local currentsize:Int=GetStackSize() If size<currentsize lua_pop(luastate.L,currentsize-size) EndIf EndFunction
  12. http://www.leadwerks.com/werkspace/topic/1020-vehicle-implementation/page__hl__tvehicle
  13. Maybe if you post what you have so far, others may be able to help sort out the trouble spots so to speak.
  14. yeah, I get the feeling the threads author got the answer ...about 2 years ago ....
  15. well, if you are not writing your game in lua dont use lua?
  16. ... and what if Tyler decides to spend his vacation doing something else? I agree with Pixel and Ken, make a start yourself its all good experience.
  17. My guess, the viperscout, its a protected asset and only for use in the editor.
  18. yes, I nearly always use Diffuse,Normal and Specular http://www.leadwerks...er-test-hd-r118 http://www.leadwerks...ol-rig-test-r94 http://www.leadwerks...-more-tests-r53
  19. look up AlignToVector or just stick a pivot at the position and point the entity at that.
  20. I thought they had just been moved to articles>programming ?
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