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MrIslomaniac

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Everything posted by MrIslomaniac

  1. Hey JT FPS is about 30 Render device: GeForce 9600 GT/PCI/SSE2 video and sound just as aggror said a minute ago fullscreen does not work here =( WGL returned bad format - emergency shutdown hope this helpy you =)
  2. Hey Lumooja, got that, but doesn't work either... =(
  3. Hey guys. My particles are changing their intensity. When i look into the direction of my directional light, they become brighter. I tested the fire in the editor and it works as it is supposed to. I am also setting the world to 1: SetWorld(GetLayerWorld(GetFrameworkLayer(1))); //and after the creation of the emitters SetWorld(GetLayerWorld(GetFrameworkLayer(0))); This is how I create the framework: FrameWork = CreateFramework(); SetGlobalObject("framewerk",FrameWork); SetWorld(GetLayerWorld(GetFrameworkLayer(0))); I also put tzhe directional light in the layer 1. Maybe anyone else has had this problem in the past and can help me? Greetings
  4. Looking forward to playing your beta
  5. If I remember correct, there already is a skydome someone made. Might want to check the forums again Dustin
  6. Excuse me Ateria but why does it say Pack includes: 16 Mayan Buildings Our Price: $37.00 on the website and you say that there are 20 buildings for $37?
  7. ya it would be awesome to have this feature in le =) @ josh
  8. Hey arbuz, you could write the lights into an array and then loop throught all of them. You can also use EmitSound if you want, because there you can set the volume directly =) Hope it'll help you Dustin
  9. Well try to put any model on 0/0/37408 and you will see that there are just too many problems =( (in the editor)
  10. http://rapidshare.com/files/363342107/Files.rar This is the model I am using
  11. Thank you for that quick answer =) Unfortunately that doesn't work. But it has to be something in my code, cause in the editor there is no such problem... The best is that it happens with and without lights ... SetWorldSize(Vec3(100000.0f,100000.0f,100000.0f)); //EDIT I put the model in the editor, no problems. I loaded that scene in code and i got the same bug as before. I must be missing something that the editor has ...
  12. Hey guys, it's me again I just found a really strange and hard bug. I positioned an entity at 0,0,4100 and then it went crazy ... Here's my code and a video: int main(int argc, char** argv) { Initialize(); //Create a graphics context SetAppTitle("Dustin's Solar System"); Graphics(600,800,0,60,1); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } CreateFramework(); //Setup the camera cam=GetLayerCamera(GetFrameworkLayer(0)); PositionEntity(cam,Vec3(1,0,0)); CameraRange(cam,0.0001f,10000); TEntity Mercury = LoadModel("abstract::Mercury.gmf"); PositionEntity(Mercury,Vec3(4100,0,0)); int move=0; int strafe=0; while(!AppTerminate()) { if(MouseDown(1)){ if(!camrotmode){ camrotmode=true; mmx = MouseX(); mmy = MouseY(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); } }else if(camrotmode){ camrotmode=false; MoveMouse(mmx,mmy); } if (KeyDown(KEY_L)){ Hud::ShowPlanetInformation(); } if(camrotmode){ MouseMovement::Update(); RotateEntity(cam,camrotation); } if (!MouseDown(1)){ ShowMouse(); } move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe= KeyDown(KEY_D)-KeyDown(KEY_A); if (KeyDown(KEY_LSHIFT)){ move *= 10; strafe *= 10; } if (KeyDown(KEY_SPACE)){ move *= 50; strafe *= 50; } MoveEntity(cam,Vec3(strafe/1.0*AppSpeed(),0,move/1.0*AppSpeed())); UpdateFramework(); RenderFramework(); Flip(0); } exitapp: return Terminate(); } And here the video: Need fast help pls, it's a project for school which has to be finished in 1 and a half week -.- Thanks Dustin
  13. thats what I mean =) @MG do you still know how you configured that water to look like this? http://leadwerks.com/werkspace/index.php?app=gallery&module=images&section=viewimage&img=33
  14. MasterXilo, exactly. Why do we need a loadheightmap function?
  15. I just did another calculation, i could make the scale much smaller but I don't know what would happen if i load an object that is 0.1137 meters and i zoom very close... of cause i need to slow down the camera and say that it should not stop rendering whats in front of it ... i'll try that later today, hopefully it will work =) Thanks again
  16. Well the distance between the sun and pluto is 5913520000 km. I already divide every value by 4.000.000 and take the result for the engine in Units ... So for pluto that would be 1.478.380 meters, since you can set the camera view range to 3.000.000 i thought that would work ...
  17. When I change the pointlight line to this: TLight miau = CreatePointLight(1000,0); it happens again ... I know that in the editor you can only set it to 100 but i need it to light for a distance of 15000000 LE units ... Solar system ftw ^^
  18. My version is up to date... Can you look at the dll filesize? are they different? EDIT Yes that was it now it works for me too =) Thank you guys so much =) appreciate it Dustin
  19. hmm weird... which version of the engine are you guys using? i am using 2.31
  20. Thank you for trying mg! Maybe it is something with my graphics card... Nvidia gforce 9600 GT can you or someone else try this? it's the compiled version: http://rapidshare.com/files/355699112/Shadow_Test.zip.html
  21. thats exactly what should happen... But fly around it and look at the shadow edges heres a picture:
  22. Got a little problem here guys. I see the edge of an invisible cube through the shadows of my model, any clues? #include "engine.h" int main(int argc, char** argv) { Initialize(); //Create a graphics context Graphics(800,600); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } CreateFramework(); //Create a camera TEntity cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,2,-10)); //Create a light TEntity Map = LoadScene("abstract::TestSystem.sbx"); TLight miau = CreatePointLight(100,0); PositionEntity(miau,Vec3(0,0,0)); //Create a render buffer TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); int move=0; int strafe=0; TVec3 camrotation=Vec3(0); float mx=0; float my=0; //Main loop while(!AppTerminate()) { //Camera look if (MouseDown(1)){ HideMouse(); mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); } else if (!MouseDown(1)){ ShowMouse(); } RotateEntity(cam,camrotation); //Camera movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe= KeyDown(KEY_D)-KeyDown(KEY_A); MoveEntity(cam,Vec3(strafe/10.0,0,move/10.0)); UpdateFramework(); RenderFramework(); //Swap the front and back buffer Flip(0); } exitapp: return Terminate(); } here are the files you need: http://rapidshare.com/files/355513076/Test.rar.html Thank you =)
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