Alistair
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Posts posted by Alistair
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When you create a project with the Leadwerks builder in the SDK you area already using the C# files
Ah thanks.
Have been away from forums for a while.
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Is this file still somewhere? File seems to be missing.
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There is no bug. You are trying to load the standard LE font, Arial9, using the abstract path. If you looked at your console log, you will see its not being loaded. And since your code is constantly trying to set a font that is not there, its bogging down the whole process. You need to use the 'incbin::' call to grab LE's embedded font.
RegisterAbstractPath("") Graphics(400,300) fw=CreateFramework() font1 = LoadFont("incbin::Arial9") font2 = LoadFont("abstract::ComicSans_24_Bold_Italic_Shadow") while AppTerminate()==0 do fw:Update() fw:Render() SetBlend(1) DrawText("Standard LE font",0,60) SetFont(font2) DrawText("Custom Font",0,100) SetFont(font1) SetBlend(0) Flip(0) end
ComicSans_24_Bold_Italic_Shadow.zip
Ahh. lol. Stupid me.
Thanks.
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I think it's a bug in the Lua interface, since it works fast in C++.
Is this something Josh will look into or can I forget about using different fonts in lua?
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You don't need to use SetFont() in each frame, do it only once before the main loop (or once when switching the font inside the main loop).
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.
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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
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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.
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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.
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Yes I did, the title says it
Works just fine.
Cool. I'll give it a go then. Thanks.
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Has anyone tested this version with Leadwerks?
I have upgraded my pc and want to install this version, but need some input first.
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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.
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All my trees from Dexsoft packs came with two textures .. one for the trunk and one for the leaves, so I'm not quite sure whats going on there. They sometimes provide an image of the whole tree to be used as a billboard for the final LOD.
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.
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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?
LE3D GUI Support
in Suggestion Box
Posted
You can use awesomium for this.