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Eric

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Everything posted by Eric

  1. Got it... Whew!! AddBodyTorque(Model,Vec3(0,CalcBodyOmega(Model,Vec3(0,Angle,0)).Y*10000,0),0);
  2. Ok once I have the Yaw Angle.. Which I Do... How do I use the AddBodyTorque and CalcBodyOmega to turn the Model only on the Y Axis to face the calculated Yaw Angle... Nothing I seem to Try Works float Angle=atan2(Position.X-PreviousPos.X,Position.Z-PreviousPos.Z) * 180 / PI; AddBodyTorque(Model,CalcBodyOmega(Model,Vec3(0,Angle,0))*ModelMass,0); This is my latest try...but I'm getting something wrong. Is this the right way to Apply Torque only on the Y axis? Thanks, Eric
  3. Yes I'm looking at those commands but what I can't figure out is what to put in the CalcbodyOmega Rotation field .... If I am applying a force and my Model starts to move, how do I know what information to enter in the rotation vector to make sure it points in the direction of movement? Thanks, Eric
  4. Does anyone have some insight on turning a model using the command AddBodyTorque to point in the direction the Model is moving. Thanks for any help, Eric
  5. Does anyone use Code Blocks... I moving from BlitzMAx to C++ I know big jump... I'm really like the Code Blocks IDE, but I can't seem to configure it for LeadWerks.. Probably because I'm such a noob. Can anyone help? Thanks, Eric
  6. Yeah I wonder how I missed that Command. Thanks
  7. I have a terrain and physics objects... It seems if I go off the edge of the terrain or go too high in elevation the physics objects freeze. Can I change this?
  8. How can I select and draw a portion of an Image. I have a 1024 x 1024 Image that consists of various buttons and display parts, Currently I use this code to Draw and Rotate an Image, but I am unsure how to select a section of my image to draw. Function DrawAndRotateImage(itr:TTexture, Ax:Int, Ay:Int, Sx:Int, Sy:Int, Ir:Float) glMatrixMode(GL_TEXTURE) glLoadIdentity() glTranslatef(0.5,0.5,0) glRotatef(Ir,0,0,1) glTranslatef(-0.5,-0.5,0) glMatrixMode(GL_MODELVIEW) glEnable itr.Target() itr.Bind() itr.Clamp(1,1,1) DrawRect(Ax,Ay,Sx,Sy) glDisable(GL_TEXTURE_2D) glMatrixMode(GL_TEXTURE) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(1,1,1) End Function How can I add to this code to allow me to select a portion of the image. Thanks for any help. Eric
  9. Yeah, Actually I just downloaded Visual C++ 2010... Can't seem to get it set up properly though. But in any case, I can certainly convert it to Blitzmax. I do want to start to learn C++, It can't be that hard. Thanks for your offer. Eric
  10. I will work on this...Thanks for the Ideas. I have to admit I'm a novice so if there is code examples you can share.. please let me know @ Laurens Would you share your code?
  11. Can some one point me in the right direction to make a Laser Beam/Tractor beam effect... A glowing beam looking thing. Do coronas actually work.. What do I need to do? Because I can't seem to get them to show up. Do I have to use the Framework? "Create Framework" I don't use it. Any help on this effect would be greatly appreciated. Thanks in Advance. Eric
  12. If I create a Ball joint between two Bodies, The first body is a box with mass 1 sitting on the "Ground" I have another body that is moving past it and above it. When I create the joint how is it oriented in relation to the two Bodies? I assume the ends are at the parent and child but the Position of the "Pin" If I use Vec3(0,-1,0) Where does the pin get created? Is it local to the parent? I can't seem to get these things to work. Basically, I want the Child to kind of dangle below the Parent, allowed to swing . I hope I made sense. Any insight would be greatly appreciated. Thanks, Eric
  13. Macklebee, Perfect...Thanks for your help. Eric
  14. I work in BMax.. and I can't seem to get this to work. Function GetMeshModel:TEntity(entity:TEntity) While entity <> Null If GetEntityKey(entity, "class") = "Model" return entity End If entity=entity.parent Wend End Function
  15. Josh, DO you have a small sample? Thanks, Eric
  16. The Line pick can pick a mesh of a Model but how do you take that information and find the body of the picked Mesh? Thanks, Eric
  17. I think it had something to do with my obj exporter from blender... They just release Version 2.55 and the exporter works now. So all is good now... thanks everyone for your help. I thought I was going mad!! Eric
  18. OK...so I want to use the .SBX file... How do I go about that? I know how to create my terrain, and I can load it in. How do I parse it? I don't need to worry about anything other than the terrain... No object, lights, vegetation or light. Just the terrain and the textures. Thanks, Eric
  19. Is there more overhead using a Scene/SBX file? The Textures are in the materials folder... Can I move these to my own project folder? I'm a little confused as to the layout of this. Thanks, Eric
  20. When I save the terrain from the editor..after adding a texture.. I get the SBX file... but where are all of the textures saved too? If all I want is a textured terrain, is it better to load the heightmap and add the textures in code or load the SBX file? How does all of this work. Is there a Manual for Leadwerks engine? I saw the editor manual. But I'm looking for a language manual. Is there a terrain tutorial? Thanks, Eric
  21. Yeah there is nothing there... darn... now I need more time to figure out blender. Nothing is simple!! hahahah I just don't understand that the .mtl file exported with the .obj file contains the correct materials. Back the the drawing board.
  22. I just get the model with no textures in the model viewer.. I check the .dds maker and it is set up properly with Mipmaps and DXTC5 formating. If you have been successful exporting Blender into LE I would appreciate any help you can offer. I tried again last night with a simple cube... No luck. Thanks, Eric
  23. Yes it accepts .dds files... I have been learning myself... I watch as many youtube videos as I can. I only started to use it a few months ago and I find it great now that it is in Version 2.5. Here is the Mat File texture0="abstract::Untitled.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag" The Actual image is Untitled.dds not texture.dds ... I made a mistake on my earlier post. Thanks, Eric
  24. OK I will have to do that when I get home later tonight. I know that I converted my original texture to a .dds using the Leadwerks tool. Thanks for responding. Eric
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