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GSFC_1

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Everything posted by GSFC_1

  1. Seems as though the error for me is in the Model Viewer not loading correctly. (???) Seems like what crashes it is that when it loads, the viewport does not. This is becaues the viewport is not scaled correctly I assume. Any way to restore the defaults?
  2. Wow. Looks like i have a much more serious problem to troubleshoot. Thank you
  3. Hey guys, working on models and textures in LE 4.5. Tried to open an Asset in the Model Viwer and it tried to open the model, the tree view opens up, but when the Viewport tries to open, it states "Assert Failed" in a messagebox and Leadwerks closes. The actual model itself is only 26kb so it isnt the size, it has to be something messing up in the code or maybe I have made some kiind of catastrophic mistake in my conversion. Anyone else having this issue? And anyone with any insight, i would appreciate it. cath_Wall_angles.fbx
  4. HOLY ****!!! I LOVE M249 SAWS!!! I also want to try this game. Where can I insert money? Edit: It censored the word C rap?
  5. REQUEST: I would love to have a button on the Scene Root, a little dropdown box that will convert the entire scene to the selected unit format pertaining to mass/physics and transform. REASON: 1 - Import of CAD data requiring very precise tolerances. 2.- Time saving (I can measure in leadwerks as opposed to converting, measuring with CSG's, then google convert, then chasing scale values.) 3. - Apply known values to physics engine data. (Precise torque values, precise pressure and cartesian data) 4. - Modularity - incoming data streams from other data pipelines can be formatted to apply data into or out of leadwerks simulations without heavy scripting. thoughts?
  6. I can see now, that your code was very top level code. But the structure can be applied to my code. I am still struggling deciding when a variable should be object based or should be a globally shared variable that can be tracked. I guess its a theoretical question that just requires trial and error.
  7. Yes, This ^^^ Thank you Josh. I was trying to tackle it one small problem at a time, just getting the light to turn on for right now. But this has organized it a lot better. Should this go on the object or in the main script though? Let me give this a shot and thank you again.
  8. Would this "Notional Throttle Variable" be better placed on the object or in the main.lua? As of right now, the engine is only correllated to the intesity of the light, the engine itself, (like most rocket fuel sources) is not throttle-able. It is on or off, but there is a growth to its impulse and intensity. I essentially want the glow to have a falloff applied to it, so that its intensity ramps in.
  9. Hey guys, trying to learn to program better. Made a little 3d lunar lander game, but i want a light to act as a plume illuminator when i hit "UP" button. I am going to try to learn to increment a value over time using the for loop, so, I would like it to have SetIllumination(.01) at first, but then over the course of 100 frames, have it add .1 to the SetIntensity() until I call a break. So in the scene, there are 3 objects: 1. A Box - (My Lunar Lander) 2. A Point light (child of the box, used to illuminate the ground when i hold the "L" button) 3. A ground plane. (its the ground) I have set the world gravity to .1 . Lander(Box) starts about 10 feet above the ground, immediately starts falling and i hit the L Button. Script attached to the box says : -------------------------------------------------------------------------------------------------- function Script:UpdatePhysics() --local window = Window:GetCurrent() C_LOC = self.entity:GetPosition() C_ROT = self.entity:GetRotation() if window:KeyDown(Key.L) then self.entity:AddForce(0,0,-1,false) end if window:KeyDown(Key.E) then self.entity:AddTorque(0,0,-25,false) end if window:KeyDown(Key.Q) then self.entity:AddTorque(0,0,25,false) end if window:KeyDown(Key.A) then self.entity:AddForce(-1,0,0,false) end if window:KeyDown(Key.D) then self.entity:AddForce(1,0,0,false) end if window:KeyDown(Key.W) then self.entity:AddForce(0,1,0,false) end if window:KeyDown(Key.S) then self.entity:AddForce(0,-1,0,false) end --System:Print(C_LOC) --System:Print(C_ROT) end ---------------------------------------------------------------------------------------- This works, My little box flies around now, the light on the bottom of my spacecraft. This has a script that looks for when the L button is being pressed and it sets the Light Intensity with the SetIntensity() command. This script looks like so: --------------------------------------------------------------------------------------------- --Script.limits: 0.0, --float Max thust function Script:Start() --entity = self.entity --light_int = entity:GetIntensity() --float --entity.Intensity = 0.0 --float end function Script:UpdateWorld() if window:KeyDown(Key.L) == true then for n=(light_int), 100, 1 do entity:SetIntensity((light_int)+.1) end System:Print("Engine ON") entity:SetIntensity(1.0) else self.entity:SetIntensity(0.10) System:Print("Engine OFF") end end ------------------------------------------------------------------------------------------------------------------------------ This works, works well. I'm better than buzz, look out Kerbal, GSFC Space Program is coming to a leadwerks capable machine near you. But i want the light, when the engine is not firing, to stay at Intensity(0). But when the engine is fired, I would like the intensity to grow to a value of 1.0 by incrementing 0 by .1. When I let go of the engine button (L), I would like it to access its current value, then subtract .1 per frame until it comes to zero again. I know my code looks bad and there is erroneous garbage in there and such, but, i am on like ...... day 4. Please don't crucify me. Any ideas would be great. Respectfully GSFC
  10. Actually, we had some great luck doing just that. Also, the SystemPrint() Function while attached to the camera spit out a real-time string into the debugger, pretty cool to see.
  11. Hey LW crew, i am trying to create the effect of flying from one place to another, and allow myself to create interfaces based on which direction i am looking. So, if I am looking east, and I hit the menu button, I want the menu to pop up in front of my east viewing vector, not some arbitrary Global "+Z" . How can I find the Location and rotation of my VR headset? I have found GetControllermodel, and I can locate the VR Controller, but i cannot find an API that will allow me access to the VR headset pos/rot, the only other thing I can think of is to use the actual Camera that is in my scene, but does LW actually use the camera as the VR controller?
  12. OH MAN!!! I/ITSEC is amazing!!! You are lucky you are going. Take pictures and let us know what really impressed you. I have been a couple of times and the seminars and the simulators are top notch. The robotic arm simulation is an amazing piece of work. Having that capability in VR, to transform on the 6 degrees of freedom was mind blowing. I can definately see the use of this in manufacturing and conops design.
  13. This is great to know, I will have to save this link for my later purposes. Well done.
  14. ^^^^ This ^^^^ What he says. You have to ask yourself, is there a lot of reflective surfaces. For indoor scenes, definately turn your ambient light color to absolute black, but leave the power at 1.0 . For outdoor scenes, get that reflection probe running at full scoop. I have had stunning results with metal and concrete surfaces . Leadwerks makes normal maps look great, and those are the advantages to creating realistic scenes. My textures are 4096x4096 and it is great. Will post pics soon.
  15. Actually, MartyJ is correct. You can actually host from an S3 Bucket. I was hosting our company divisions webpage from my AWS page. It may save you a lot of hassle Dr Josh. Expensive on the other hand? I'm not sure about, then again, I am using S3 as my dropbox and am charged about $2 a month for 120GB of storage. But, my EC2 acct, yes, that gets expensive. I was hosting DCS World Flight Sim mmultiplayer games from my EC2 so my russian and french freinds could join. We had great up/downstream, but it cost about 12 bucks a day on thier M class.
  16. I Love vue, but standalone 3D Studio max has some excellent wrap-around shaders and cube-mapping options built in. For those of you that cannot afford an expensive renderer add-on for 3D Studio max, (you are using scanline or mental ray) and want to know how, message me and I will throw together a tutorial.
  17. Oh man, you are miles ahead of me. I am just diving into this as well. I am 10 year veteran of Aerospace and CAD model manipulation. We never have to model anything, its given to us, we drop good looking shaders on it and render it photoreal, but we are diving into this head first. So, I am a Game Engine Texture noob. I have just been playing with formats and resolutions. Clamping myself to 4096 x 4096 does great, but it is super duper overkill for one object. When i ran creat my normal maps in LEADWERKS, I think they look great, but am open to new avenues. I think I should have said in my original comment, "I'm impressed that you made 512x512 look so good, maybe 4096x4096 is not the correct approach and I should try your approach" I will jump on those software titles and see what I can get from them. Appreciate the intel my friend, keep the rad rollin'.
  18. TWahl, This is great to see. I am currently heading down the path of building textures up in 3D Studio max and exporting thier templates to 4096x4096 size templates to export to VR. I started with 512x512 textures but the normal maps and some of the Diffuse started looking pretty choppy. But your results are pretty awesome.
  19. That would be a very useful script accross a lot of applications.
  20. Yup, its ORUC. I know it is. Every time I have imported it recently after setting UV's on it, I cannot import it. But, if I delete it from my leadwerks library, then it may stop that issue.
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