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Posted

Am I right in thinking that LoadScene() handles the roads in a .sbx the same as other entities when loading that .sbx?

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Posted

hmm, well yes and no then as it works in Bmax but in C++ no errors .. but no roads using the deserthighway.sbx .. it loads the textures .. creates the road class .. and takes its time, on running, as though its laying the roads .. but no roads :blink:

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"I used to be alive like you .... then I took an arrow to the head"

Posted

You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code.

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Posted

You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code.

 

 

thought I was?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

You have to use the integrated framework in C++, not the Framewerk C++. Or just wait until I get GameLib 0.0.16.0 ready, then you don't have to change anything in your game code.

 

 

Well I was just tinkering in C++ but will be using Bmax, just wanted to know why the roads never showed up using LoadScene() and C++?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

GameLib itself is ready today (almost got it ready yesterday already), but Josh needs to update a few C/C++ files (which I sent him yesterday also) since they were missing the commands for fog range setting.

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Posted

So Lumooja am I using the integrated framework in C++ or not? :blink:

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Yes, but those lines:

        UpdateAppTime();
       UpdateWorld(AppSpeed());

might mess things a bit up.

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Posted

Yes, but those lines:

        UpdateAppTime();
       UpdateWorld(AppSpeed());

might mess things a bit up.

 

ok, so am using the right framework .. which I thought, but why would those two lines stop roads showing and if thats the case what should they be?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

You don't need those lines at all, since UpdateFramework() does the same thing.

It could be also something else, like missing models or scripts.

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Posted

You don't need those lines at all, since UpdateFramework() does the same thing.

It could be also something else, like missing models or scripts.

 

 

ok, I see, but even without those lines the problem persists and as stated before in C++ no errors .. but no roads using the deserthighway.sbx .. it loads the textures .. creates the road class .. and takes its time, on running, as though its laying the roads .. but no roads

 

Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//query.vert", ""...
Invoking script "d:/C++ Projects/sceneloading/Scripts/start/collisions.lua"...
Invoking script "d:/C++ Projects/sceneloading/Scripts/start/globals.lua"...
Loading model "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.gmf"...
Loading mesh "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.gmf"...
Loading material "d:/game development/leadwerks sdk 2.3/materials/effects/invisible.mat"...
Loading script "d:/game development/leadwerks sdk 2.3/models/entities/road/road_node.lua"...
Creating class road_node

 

Loading material "d:/game development/leadwerks sdk 2.3/materials/roads/road.mat"...
Loading texture "d:/game development/leadwerks sdk 2.3/materials/roads/road_dashedwhite2.dds"...
Loading texture "d:/game development/leadwerks sdk 2.3/materials/roads/road_dashedwhite2dot3.dds"...
Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//mesh/mesh_diffuse_bumpmap.vert", "zip::/game development/leadwerks sdk 2.3/shaders.pak//mesh/mesh_diffuse_bumpmap_specular.frag"...
Loading shader "zip::/game development/leadwerks sdk 2.3/shaders.pak//terrain/terrain.vert", "zip::/game development/leadwerks sdk 2.3/shaders.pak//terrain/terrain.frag"...
Loading texture "incbin::noise.dds"...

 

Hence my original enquiry.

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"I used to be alive like you .... then I took an arrow to the head"

Posted

I can verify this behavior. Sample code:

#include "engine.h"

int main( int argn, char* argv[] )
{
       Initialize() ;
       RegisterAbstractPath(".");
       SetAppTitle( "luatest" ) ;
       Graphics( 800, 600) ;
       AFilter() ;
       TFilter() ;

       TCamera camera;

       TFramework framework=CreateFramework();
       TLayer layer = GetFrameworkLayer(0);
       camera=GetLayerCamera(layer);

	SetSSAO(1);
	SetBloom(1);
	SetHDR(1);
	SetAntialias(1);

       PositionEntity(camera,Vec3(50,350,-2));
	TurnEntity(camera, Vec3(0,0,0));

	TEntity scene = LoadScene("abstract::deserthighway.sbx");

	TVec3 camrotation=Vec3(0);
	float mx=0;
	float my=0;
	MoveMouse(100, 100);
	HideMouse();
	float strafe = 0;
	float move = 0;

       // Game loop
       while( !KeyHit() && !AppTerminate() )
       {
               if( !AppSuspended() ) // We are not in focus!
               {

				strafe = Curve(KeyDown(KEY_D) - KeyDown(KEY_A), strafe, 20);
				move = Curve(KeyDown(KEY_W) - KeyDown(KEY_S), move, 20);

				mx = Curve(MouseX() - 100, mx, 6);
				my = Curve(MouseY() - 100, my, 6);
				MoveMouse(100,100);

				camrotation.X = camrotation.X + my;
				camrotation.Y = camrotation.Y - mx;
				RotateEntity(camera, camrotation);
				MoveEntity(camera, Vec3(strafe, 0, move));

                   // Update timing and world
                   UpdateFramework();

                   // Render
                   RenderFramework();

                   // Send to screen
                   Flip(0) ;
               }
       }

       // Done
       return Terminate() ;
}

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Posted

Thanks Niosop, I notice in this mornings sync that:

 

12 files to update.
Downloading "CPP/LEO/leoFramework.h"...
Downloading "CPP/LEO/leoRenderer.h"...
Downloading "CPP/engine.cpp"...
Downloading "CPP/engine.h"...
Downloading "CPP/usertype.dat"...
Downloading "CPP/Renderer.cpp"...
Downloading "Editor.exe"...
Downloading "Maps/deserthighway_alpha.dds"...
Downloading "Maps/deserthighway.sbx"...
Downloading "Maps/train.sbx"...
Downloading "Maps/train_alpha.dds"...
Downloading "Models/Entities/Road/road_node.lua"...

 

but still roads are not showing. are you still having the same problem?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Hmmm, I just got some CPP files and Editor.exe. Hey, I've got roads! Almost didn't notice them at first because w/ bloom and stuff they were too shiny, but they are there!

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Posted

Hmmm, I just got some CPP files and Editor.exe. Hey, I've got roads! Almost didn't notice them at first because w/ bloom and stuff they were too shiny, but they are there!

 

 

Are you still using the code you posted above?

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Yeah, it has some other video related stuff in it, but it's the same other than that.

 

 

Well, I just tried your code, set the Abstract path to the SDK, all FX off .. no skybox (I assume because Set Lua variable not being set), but still no roads. No errors either in the log.

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Hang on ... put the above comment on hold ...

 

 

 

EDIT:

 

ok yes they do appear in your code, somewhat "fragmented" but altering line 13 in the road_node.lua to a higher value (Thanks to Macklebee for that) sorts it out.

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"I used to be alive like you .... then I took an arrow to the head"

Posted

Roads don't work properly from engine.exe with the fpscontroller2.lua script either.

You can test this by changing the scene to deserthighway.sbx and line 44 to:

controller:SetPosition(Vec3(1032,173,-244))

What happens is that the road splits more and more into pieces the closer you get to it. From further away it looks OK. I think this might be related to the C++ roads issue also.

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Posted

Yeah, just got close to them, they are all fragmented. Maybe z fighting issue between roads and terrain?

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Posted

I found a way to fix the roads, at least in LUA. Change line 13 in road_node.lua to:

class.roadoffset=0.055

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Posted

I found a way to fix the roads, at least in LUA. Change line 13 in road_node.lua to:

class.roadoffset=0.055

 

 

Just edited my previous post to say that lol .. but yes it does sort it out.

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"I used to be alive like you .... then I took an arrow to the head"

Posted

OK, forced an update. and now the roads are showing. So problems solved :blink:

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"I used to be alive like you .... then I took an arrow to the head"

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