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Jump from A7 to A8, ent_create doesn't work?
#471213
02/23/18 16:03
02/23/18 16:03
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Joined: Jan 2006
Posts: 245 PA
Garrettwademan
OP
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OP
Member
Joined: Jan 2006
Posts: 245
PA
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Hey everyone. I have been using A7 for a very long time because my project was over 100k lines of code. It works very well, but today I bought A8 PRO and ran my project (C-SCRIPT), and everything worked (awesome), but none of my models are showing up. Does anyone know if there was a change to ent_create, or something with the texture settings I need to set? I tried a blank gray MDL model without textures but it didn't render. I also added an "exit;" in my function to make sure the code was getting to the right place. Any suggestions?
function fncAdjustTerrain(){
//This function controls all of the terrain zones in the world, these settings are used by all zones
my.scale_x = 250; //Set the correct scaling using the global variable at the top of script
my.scale_y = 250;
my.scale_z = 250;
my.push = 100; //Push is more than player so player cannot move through it
my.polygon = on; //Make this object unique with collision so player can navigate it correctly
my.passable = off; //This is not a passable terrain
my.untouchable = on;
//my.skin = 1;
my.skill41 = 2000; //Set correct texture map scaling for SAND
my.skill42 = 2500; //ROCK 125
my.skill43 = 750; //GRASS
my.skill41 = float(my.skill41);
my.skill42 = float(my.skill42);
my.skill43 = float(my.skill43);
my.skill44 = float(my.ambient/1);
my.material = mtl_terrainmulti3;
}
function fncCriticalLoadDefaultWorld(){
terrainGrassDefault = ent_createlocal("meshes/terrain/grass_130x130.hmp",vector(0,0,-250), fncAdjustTerrain);
}
It appears collision is working When using default A8 MDL / HMP file, it isn't visible ent_create seems to be working as exit; in sub function kills program location is right, I made model above camera.z Tried tweaking graphics settings Tried the pre_load model options Would be so cool to get this new engine working for my project. Any help would be great.
Last edited by Garrettwademan; 02/23/18 17:28.
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Re: Jump from A7 to A8, ent_create doesn't work?
[Re: Superku]
#471218
02/23/18 18:33
02/23/18 18:33
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Joined: Jan 2006
Posts: 245 PA
Garrettwademan
OP
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OP
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Joined: Jan 2006
Posts: 245
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So I performed the following tests: Test 1: Create new project in A8, compile, and load model (works) Test 2: Create new project in A8, compile, and put old script in main.wdl. (doesn't work)
My sprites also are not showing up. The sky entities, panels, and text are all working.
It must be something with a flag / engine variable for displaying the models / textures.
Last edited by Garrettwademan; 02/23/18 18:52.
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Re: Jump from A7 to A8, ent_create doesn't work?
[Re: Superku]
#471220
02/23/18 19:21
02/23/18 19:21
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Alright. What's with this though: What kind of levels are you loading? Have you tried resetting the build options ([if applicable])? There have been changes to level_ent btw. If the camera is not inside the level_ent dimensions (min/ max - hmmm maybe with a buffer), nothing will be rendered.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Jump from A7 to A8, ent_create doesn't work?
[Re: Garrettwademan]
#471223
02/23/18 19:48
02/23/18 19:48
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I don't think there's a "read only" in lite-C (EDIT: oh, C-Script... dont know anything about it anymore), you can overwrite everything. You just shouldn't, normally level_ent normally is changed automatically when it needs adjustment (like when entities leave the level boundaries) but I've had trouble with it in the past. You might want to check those and let's say camera.xyz. You *can* scale terrain but only immediately after creation, not a frame later (as it's turned into chunks). - Btw. any reason to not use chunked terrain? Try saving your terrain with filename + _n, like myterrain_n.hmp. This is or was a hint to not use chunked terrain as well, might help.
Last edited by Superku; 02/23/18 19:49.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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