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Alistair

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Everything posted by Alistair

  1. You can use awesomium for this.
  2. Ah thanks. Have been away from forums for a while.
  3. Is this file still somewhere? File seems to be missing.
  4. Ahh. lol. Stupid me. Thanks.
  5. Is this something Josh will look into or can I forget about using different fonts in lua?
  6. What if I draw text for the hud or text above an enemy in various fonts? In this example it seems useless to set font each loop, but in my app I draw different text in different fonts in the same loop.
  7. I am having issues setting the fonts with regards to framerate. It seems that using SetFont even when the fonts are preloaded slows the system down to 1 or 2 framerates. How else would I get around changing fonts when I need to draw text using different fonts in 1 pass through of the code? Here is an example setting the font to the default each loop. In my code I need to change font in various locations, but this simple sample shows the issue. I get about 2 frames per second with this sample. Not sure if just a lua issue or not. require("Scripts/constants/keycodes") RegisterAbstractPath("") if Graphics(1360,768,0,60,0)==0 then Notify("Failed to set graphics mode.", 1) return end fw=CreateFramework() if fw==nil then Notify("Failed to initialize engine.",1) return end SetGlobalObject("framewerk",fw) font_arial9 = LoadFont("abstract::Arial9") --------------------------------------------------------------------------------------------------------------------- while KeyHit(KEY_ESCAPE) == 0 do fw:Update() fw:Render() SetBlend(1) SetFont(font_arial9) DrawText("test 1", 0, 40) SetBlend(0) Flip(0) end
  8. Not updated here either. I downloaded the 2.32r4 installer (http://leadwerks.com/werkspace/index.php?/files/file/145-leadwerks-engine-sdk-232/) and did a new install. I ran the updater and it updated almost everything, which made me think that it was reverting it to the previous version. Is there a new SDK Updater? Here is an image of the update I did today which only updated 1 file and a view of my version.txt. I think the SDK Installer I used reverted it to the previous version? EDIT : Nevermind. I got the updated installer. Testing now.
  9. Is it possible to have a setting for the default height at which meshes are placed. What I mean is the meshes that you paint, not placing individual models. This way I could set them at a negative value and eliminate the issue where some trees have their base above the terrain on slopes. Not sure if this is a simple change to your engine. Can be a global setting that is applied to all meshes or individual mesh entries. Either way would work for me. Attaching an example of what I mean.
  10. Has anyone tested this version with Leadwerks? I have upgraded my pc and want to install this version, but need some input first.
  11. Yeah. I got UU3d Pro, but I am a programmer first, so was kinda hoping not to have to dig into that, but I guess I will have a play then cutting up the image. Image is 50/50 so easy to cut it and make 2. Murphy's Law I would choose the first one to convert that has an issue from 150 odd models I bought. lol. Thanks for help tho guys.
  12. I bought the vegetation pack 1. http://www.dexsoft-games.com/bundles/vegetation1.html This is what I got as an example of oak2 folder. 15/05/2008 19:28 355,480 oak1_bw.tga 23/03/2008 10:35 1,358,741 oak1_c.tga 25/03/2008 15:50 1,388,477 oak1_n.tga 15/05/2008 19:28 142,014 oak1_o2.tga 23/03/2008 10:54 142,014 oak1_op.tga 15/05/2008 19:27 361,494 oak1_sp.tga 15/05/2008 20:45 298,608 oak2_lod.png 17/05/2008 11:43 100,997 oak2_lod.tga 16/05/2008 11:16 40,654 oak_2.3ds 18/05/2008 17:01 38,100 oak_2.b3d 18/04/2009 11:04 87,091 oak_2.dae 18/04/2009 11:04 203,408 oak_2.fbx 18/04/2009 10:45 53,502 oak_2.lwo 18/05/2008 17:59 2,839,580 oak_2.mdl 18/05/2008 16:59 109,149 oak_2.ms3d 16/05/2008 11:16 348 oak_2.mtl 16/05/2008 11:16 102,780 oak_2.obj 18/05/2008 17:00 137,024 oak_2.txt 16/05/2008 11:15 156,754 oak_2.x 16/05/2008 11:16 836 oak_2_lod.3ds 18/04/2009 11:05 4,896 oak_2_lod.dae 18/04/2009 11:05 19,376 oak_2_lod.fbx 18/04/2009 11:05 1,338 oak_2_lod.lwo 18/05/2008 18:01 348,676 oak_2_lod.mdl 18/05/2008 17:06 965 oak_2_lod.ms3d 16/05/2008 11:16 329 oak_2_lod.mtl 16/05/2008 11:16 730 oak_2_lod.obj 18/05/2008 17:07 937 oak_2_lod.txt 16/05/2008 11:15 4,381 oak_2_lod.x 15/05/2008 20:47 263,222 o_lod_o2.bmp 15/05/2008 20:48 175,917 o_lod_o2.tga 15/05/2008 20:48 55,855 o_lod_op.tga Contents of oak2.mtl and shows only the full image. # # Wavefront material file # Converted by the DEEP Exploration Deep Exploration 5 5.0.3.1555 Release # Right Hemisphere, LTD # http://www.righthemisphere.com/ # newmtl oak1Mat Ka 0 0 0 Kd 1 1 1 Ks 0.0075 0.0075 0.0075 illum 2 Ns 22.6274 map_Kd oak1_c.tga map_bump bump map_opacity map_d refl map_kS map_kA map_Ns The file oak1_c.tga is the full texture and when converting using obj2gmf it produces 1 surface looking for oak1_c.mat Also I notice if I convert using obj2gmf the tree is on it's side in the scene in model viewer, but correct when converting the fbx versions. Seems that some trees do have 2 textures, but others not. Not sure if others have come across these trees yet then I guess.
  13. Seems that the luac.exe has been flagged by Zone Alarm. Everytime I update, my antivirus quarantines this file and I therefore am pretty screwed. I have read 1 other post on the web that another person has this issue with another 3d app that uses luac.exe and avg anti virus. Anyone else had this?
  14. How did you guys convert vegetation packs? The trees seem to have a single texture. I can convert these models ok to gmf, but with a single texture, the object doesn't work correctly as the shaders for the trunk and branchs need to be different. Is this the case? Do I need to split it somehow?
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