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Ywa

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Everything posted by Ywa

  1. Ywa

    Death Statue WIP01

    I was talking about how the video was made. Apparently he has already good things to show, but instead he combines it with 3dsmax viewport shots and tons of concept art. I rather saw the concept art as pictures in a blogpost or whatever.
  2. Ywa

    Death Statue WIP01

    Everything looks absolutely fantastic. But why didn't you make a decent trailer instead of this (sorry to name it this way) piece of ****? W.I.P. pictures should be done with text with them to explain the situation. While the actual ingame shots should be in a separate trailer.
  3. No it doesn't. Version 2.0 doesn't have any vehicles implemented (Source). The old 1.xx releases do have them though. Josh published the vehicle class code. But we can't recreate/port it since he didn't expose all physics functions. So any project that makes use of vehicles in Leadwerks won't be able to make a car drive properly/realistic.
  4. I don't care which engine will be used, as long as most functionality will be exposed to Lua & C++ (which is not the case in LE2). Also, Newton doesn't have vehicles.
  5. First: 2 MB/s Second one: 1.5 MB/s Third: 7.7 MB/s Location: The Netherlands
  6. Opening a tar.gz of 12 GB shouldn't be any problem with WinRAR or 7Zip. The initial loading/opening might take 30 minutes (if not more). But afterwards you'll browse through the files quite easy.
  7. I agree with DJDD. Nothing is more annoying than an application that a stuff GUI. The default GUI is fine for applications like these.
  8. I got this fixed, I think it was my engine.dll causing it. Not sure why.
  9. Ywa

    Font scale

    Hello. This may seem like a stupid question, but how am I supposed to change the size of the font I want to draw with? Thanks.
  10. Recent changes: http://leadwerks.com/wiki/index.php?title=Special:RecentChanges Edit: Old logo is back too @ forums?
  11. In my main loop, I'm calling RenderFramework first, then UpdateFramework, then Flip. Even switching UpdateFramework with RenderFramework doesn't make any difference in my case.
  12. Hello. I'm currently using a framework for my application. After spawning a model (which basically is a mesh parented to a phys object) and applying it global velocity ( around Vec3( 100,100,100 ) ), I notice that the physics body is actually in front of the mesh. Is there any way to fix this? Thanks. The code for the loading the model is this: Test := LoadModel( 'abstract::oildrum.gmf' ); PositionEntity( Test, Light.GetPos + Vec3( 0,5,0 ), 1 ); SetBodyMass( Test, 1 ); SetBodyVelocity( Test, Vec3( 100,100,100 ) );
  13. I would like to see more control over sound entities (including out of the box parent functions, sound duration, utils, etc) and emitters/particles. For instance: I'd like to set individual particle color without having to create multiple emitters.
  14. Okay, thanks for clearing things up.
  15. Language doesn't matter, thanks anyway. What about solving the SetModel function? I mean, isn't there any way than copying every property?
  16. Hello. I'm trying to change a model (that means both mesh/physbody) for an entity and keep its properties intact (like velocity, keys, position, angles, color,etc). I've browsed the wiki to find a function suitable for me. I'm not sure about Set/GetEntityUserData. The wiki doesn't seem to say much. Anyone care to help me with a detailed explanation on how these 2 functions work. More over, how can I solve my SetModel function problem? Help is much appreciated.
  17. Ywa

    DrawText()

    In less words, if your draw functions looks like this : drawText( Text, xPos, yPos ..etc ), then drawText( "testtext", ScreenWidth * 0.5, ScreenHeight * 0.5, ..etc ) would draw "testtext" at the center of the screen ( where ScreenWidth/Height is the width, height of the application ).
  18. Hi. I am trying to make my own vehicle system with a simple ball joint. I ported a simple car model with tire attachments, I've created tires and jointed them to the car physics chassis, onto the tire attachment position with a pin of Vec3( 1,0,0 ). The car seems to move normally, but when you try to reposition the chassis of the car, the wheels and the car just spazz out, like in the picture. If I try to set the angles of the wheels, they also spazz out. What am I doing wrong/Any suggestions? Thanks in advance. Part of the code (as pseudo-code): LoadModel( Tire ); Tire.SetPosition( carTireAttachmentEntity ); Tire.SetMass( 1 ); BallJoint := CreateJointBall( carPhysBodyChassis, Tire, Tire.GetPos, Vec3( 1,0,0 ) ); SetBallJointLimits ( BallJoint, Vec3( 1,0,0 ), -180, 180 ); PS: I've tried disabling collision between chassis and wheels. No luck.
  19. Hello. I was looking through the Joints Wiki and playing with them in my Delphi made application when I've noticed that the CreateJointUniversal function, present in the Wiki, wasn't in the DLL or the Delphi bindings file. I am not sure if the functions was renamed, Josh forgot to add it or so ... However, I would like an explanation as well as the function back, as soon as possible. Thanks : - )
  20. Josh, wouldn't it be easier for the customers and you if you only allowed payment if they registered on the forums? And mail them all the data to their forums account (which is usually more accurate than the paypal address too). Just an idea though.
  21. This stuff gets annoying. Josh, please reply that you actually read it and if you want to make time for this (yes/no).
  22. There we go again. I really need some of these functions at this moment.
  23. Bump.. Come on Josh. Don't ignore this thread and our e-mails. We know you're busy with LE3. But this is something a lot of people need at this moment.
  24. And the topic evolved to making games and when you're ready to make a great project. Anyways, I didn't continue with school to start with indie game developing. Which goes great so far.
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