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Qbound

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Everything posted by Qbound

  1. I have converted the Wizard, as you can see on the screenshots What are the problems you ran into? My Process was: 1. Convert and scale it in UU3D into FBX 2. Ran FBX2GMF 3. Convert the textures (reduce size and setup the material) have some minor triangleface problem but as on my screens they are from the distance unnoticeable. cu Oliver
  2. Hi Porsche, take a look into the thread with the scrennshot command http://leadwerks.com/werkspace/index.php?/topic/293-take-screenshots/ there you have the sprintf command. But the easiest way to display FPS is with DrawText( 10, 10, "FPS: %f", FPS() ); and you have to convert (in your code above) your text.c_str() to (str) like this (str)text.c_str(); cu Oliver
  3. That is an interesting approach to do this Thanks for sharing your algo. cu Oliver
  4. as 3rd Party the _OIS_ is most often used by the ogre guys like i did too for my ogre projects http://sourceforge.net/projects/wgois/ cu Oliver
  5. At the moment i did not use it. But may be later ill use it to get some fancy screens and a good looking game. I think framewerk is the easiest way to get good looking results, but making a game is a little bit more then postprocessing cu Oliver
  6. Ah thanks for the tipp Aggror, there is the string include and the namespace missing. i have updated the code. this should work. cu Oliver
  7. Qbound

    Scripted GUI

    Hi Josh, can u please post some screenshots. i know i am little bit lazy but hopefully you can do it cu Oliver
  8. Qbound

    Lua work

    i second that...
  9. Hi Werker's, if you want to take screenshots you can use the SaveBuffer() function on the Backbuffer(), thats an easy way. But what about the naming? My Game NightFist is slowly growing and i want to document my progress with screenshots. Therefore i took a few minutes to find an easy solution to create good names. Here is my way #include <time.h> #include <string> // Take Screenshot? if( KeyHit( KEY_F12 ) ) { // // Create the name and save it (using the format 'NightFist_2009_12_06-13_59_42.jpg' // // Variablen init time_t mTime = time( NULL ); // Time tm *mDate = localtime( &mTime ); // DateTime Structure char cBuf[40]; // copy Buffer // Now Create the TimeStamp for the file sprintf( cBuf, "%4d_%2d_%2d-%2d_%2d_%2d", mDate->tm_year + 1900, mDate->tm_mon + 1, mDate->tm_mday, mDate->tm_hour, mDate->tm_min, mDate->tm_sec ); // Start with the Prefix std::string strName = "NightFist_"; // Then the Timestamp strName += cBuf; // and the ending strName += ".jpg"; // Save Buffer SaveBuffer( BackBuffer(), (str)strName.c_str(), 85 ); } have fun and let us see your screenshots cu Oliver
  10. Great i really like you models. one suggestion please let us know how we can download them. Will they be included in the current download packs or do you establish a seperate download link? Maybe we can make a list of packs here and who has the conversion or is willing to convert it. so that the work is only done once? DEXSOFT PACK LIST ======================================================== WARRIOR NoOdle 06.December.2009 SLUM NoOdle 06.December.2009 KNIGHTRESS NoOdle 06.December.2009 HOUSES NoOdle 06.December.2009 FARM NoOdle 06.December.2009 BLACKSMITH NoOdle 06.December.2009 CATHEDRAL NoOdle 06.December.2009 VILLAGE NoOdle 06.December.2009 cu Oliver
  11. Hi NoOdle, looks good so far. The fastest and easiest way to create editors or small tools are when you use c#. There are plenty of tutorials out there. Search sites like http://www.codeguru.com/ where youll find much of what you need And btw. here are a lot of c sharp guys cu Oliver
  12. ill go for the c++... later ill use lua ingame for scripting purpose but not for the mainpart. Maybe it might be a good question if most people will use lua _for_ the game or lua _in_ the game? cu Oliver
  13. As an extension to the answer from macklebee... you can create new categories when you create the names like this terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORY.DDS terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORYdot3.DDS when for example there are some cool jungle textures you can use the following: terrain_jungle_grass.DDS terrain_jungle_grassdot3.DDS Lets say you have not only _normal_ grass you also heavy and lets say burned grass then you can use this terrain_jungle_grass_heavy.DDS terrain_jungle_grass_heavydot3.DDS terrain_jungle_grass_burned.DDS terrain_jungle_grass_burneddot3.DDS and by the way you can have more subcategories... all separated by the _ (underscore) cu Oliver
  14. sounds like a great and useful tool... cu Oliver
  15. i am really excited... and just ordered the upgrade... cu Oliver
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