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ParaToxic

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Everything posted by ParaToxic

  1. Hey i would ask you how can i get the body of an entity(a picked entity) in C++. Thanks
  2. Hey Guys, i would like to play a little bit with the animated charachters from HL2.So i converted the mdl file to around 100 SMD files.Between them is a rigged model of a soldier and in a other file the animated skeleton.So i exported the model to FBX->gmf und the animated skeleton too.When i haven't a material in the folder,where the model is,so i can't load it,i can see the model red,yellow....but with the material included the skin schader i can't see the model anymore. What can i do?
  3. sorry that i formulate it so,i can't speak english so well ;D Maybe somebody can convert it for me in UU3D ?? gun.rar Thanks
  4. Yes i know but i won't buy UU3D to convert one Model ;D
  5. Hello,i have a problem ,because i have here a animated character in an .x File(Direct3D) and i would use it in Leadwerks.I have seen ,that UU3D can import correctly animated X Files ,but i have no version where i can export that to gmf. Does somebody know's which programm i can use for that?? Thanks for advanced
  6. File Name: Sphere mapping - reflect Shader File Submitter: ParaToxic File Submitted: 02 Oct 2011 File Category: Shaders Hey,here is a little shader for Sphere mapping (looks like reflection).The reflection is static.Copy the shader.vert file to Shader/Mesh folder.You have to put in the material file the diffuse texture in texture0 and the sphere/reflection map to texture 1.In shader.frag you can andjust the mixture factor,which is default on 0.4.With Directional Light it looks not so well,maybe somebody can tell me why. Here is a picture in action : Click here to download this file
  7. Hey Community, i would ask here if somebody have a working cubemap/reflection shader for Car reflections.When i define LW_CUBEMAP and add the cubemap(X+,X-...) to the material it doesn't work. Thanks
  8. Thanks, i loaded a Scene (desert highway) but it doesn't work with the Scene.I Think i need the Terrain as a separate Entity but how can i do that?
  9. Hey guys,i would like to add the terrain_shader to the Framework.Can I load a Shader and set the Shader before RenderFramework() or how can I do that? Thanks for help
  10. I think it would be better to use CPU technologies like 3DNow or SSE 4 for calculation with Matrix ,Vectors and float calculation.This technologies works in Assambler and calculate floats in the FPU 16 times faster,as in C++ normal math.
  11. Ok thanks ,but how i can mask the image like in the cobblestones.dds,where are only the stones non alpha ,but the other material betwen the stones.
  12. Hello i would ask you how to create the alpha channel in the diffuse map? I saw,that cobblestones have a with picture as a alpha map.Can i create that with the texture tool from LE?? Thanks
  13. So i have a little example.Maybe somebody can told me why it is wrong. #include "engine.h" int main(int argc, char** argv) { Initialize(); Graphics(800,600); TCamera cam=CreateCamera(); PositionEntity(cam,Vec3(0,2,-10)); Collisions(1,2,true); TModel scene=LoadModel("scene.gmf"); EntityType(scene,2); TLight light=CreatePointLight(); PositionEntity(light,Vec3(0,5,0)); TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TController player=CreateController(); SetBodyMass(player,6); EntityType(player,1); TVec3 point1=Vec3(0,0,0); TVec3 point2=Vec3(0,0,0); TVec3 a=Vec3(0,0,0); TVec3 b=Vec3(0,0,0); TPick pick; float move=0.0; float strafe=0.0; TVec3 camrotation=Vec3(0); float mx=0; float my=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); while(!KeyHit(KEY_ESCAPE)) { 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); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); UpdateController(player,camrotation.Y,move,strafe); UpdateWorld(); TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z); PositionEntity(cam,camerapos); point1=EntityPosition(cam); point2=Vec3(0,0,4); point2=TFormVector(point2,cam,0); if(LinePick(&pick,point1,point2,0,0)) { a=CameraUnproject(cam,point1); b=CameraUnproject(cam,Vec3(pick.X,pick.Y,pick.Z)); } SetBuffer(buffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(buffer); DrawLine(a.X,a.Y,b.X,a.Y); Flip(); } return Terminate(); } Thank you for advanced
  14. Hello,i try to make a bullet class with Raycasting.I made a point1 at the player position and point2 like: point2=Vec3(0,0,30); point2=TFormVector(point2,cam,NULL); LinePick(&pick,point1,point2); this,but when i check the values of point2,its wrong. How can i solve this problem? Thank you
  15. Ok now i made it with joints,and converted them to bones,and now it works well.Sorry for this "spam" in the forum
  16. Hello,i have a little problem here.I don`t know why,but i created the first animated figure in Cinema 4D with bones(not converting joints to bones) and exported that into fbx.Than i converted it to gmf and added the cobblestones.mat file to : texture0="abstract::cobblestones.dds" texture1="abstract::cobblestonesdot3.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" ,because i had the same texture in Cinema 4D.So now the bones move,but not the Body.It seems to look ,that the material file have no skin shader,but it does... Can me help somebody?
  17. Ok thats right now:D But i have one Question.I have created a host,peer and a Packet where i write an integer 4 in.So now in the main loop i will read a integer ,the other netuser have sended to my ip.But in the Command ReadLine oder other Read... you need the Objekt TStream,which don`t exist.I mean the Lib doesen`t have any commands for this objekt,so how can i read the message the other netuser broadcasted?
  18. Yes you can but what is the meaning of the commandline?? I Thinks its easier to delete this line
  19. Yea but the problem is,when you add netwerks.cpp to your projekt ,it gives an error,without including the header file anywhere. When you delete that lines it works
  20. Hey , i have searched for the error in the Netwerks Lib in LEadwerks.I Think lots of people in this forum want netwerk connecting in there games. Josh: The Command in the netwerks.c (ExitFunc make a Linking error),so please delete the codeline #ifndef LEADWERKS_ENGINE_NETWERKS and #endif LEADWERKS... Then i would works I hope iam not the only one with this error and it would helps other. Thanks
  21. Thanks you very much,now it works
  22. Hey Guys , i want to chage in our little FPS Game the bullet as Bodies to Raycasting as in the LE Editor.But somehow it does not work ,to pick Bodies with CameraPick und Add Force to them. I have written : if(CameraPick( &pick,cam,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,1000),0)) { AddBodyForce(pick.entity,Vec3(0,0,1)); //That is only for testing } and i become a error,when i shoot to a oildrum. Why is that so? Thank you
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