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DarthRaff

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Everything posted by DarthRaff

  1. Well, when i compile the program it can't find any framewerk asociated word and can't find the include. I know that framework is similar but, for example, in framewerk you can do as easy as: leadwerks::Framewerk fw; fw.Create(); // Setup Global Objects SetGlobalObject ("world_main", fw.GetMain ().GetWorld ()); SetGlobalObject ("world_transparency", fw.GetTransparency ().GetWorld ()); SetGlobalObject ("world_background", fw.GetBackground ().GetWorld ()); SetGlobalObject ("camera_main", fw.GetMain ().GetCamera ()); SetGlobalObject ("camera_transparency", fw.GetTransparency ().GetCamera ()); SetGlobalObject ("camera_background", fw.GetBackground ().GetCamera ()); TListener listener= CreateListener(fw.GetMain ().GetCamera ()); SetGlobalObject("listener", listener); // Setup Initial Post Processing FX fw.GetRenderer().SetGodRays(1); fw.GetRenderer().SetHDR(0); fw.GetRenderer().SetSSAO(1); fw.GetRenderer().SetBloom(0); fw.GetRenderer().SetAntialias(1); fw.GetRenderer().SetReflectionRenderComponents(ENTITY_RENDERABLE); and in framework it's similar but i can't find, for example, how to set up the post processing fx, and so
  2. Hello, Framewerk it's not working in 2 40 so, what have i to change to have my project working if i were using Framewerk? thank you
  3. Hello, it's Framewerk not working in 2 40 version ? if no, what have i to change to have my project working if i were using Framewerk? thank you
  4. Hi, Now works perfect. Thank you very much Roland
  5. Hello, i'm making a function to load a number of textures to make an animated one. void LoadTextureSeq(string name,int num) { TTexture tex[4]; string path="objs/monsters/DK1/"; string tn; int n; for(n=1;n!=num;n++) { tn=path; tn+=name; tn+=n; tn+=".dds"; tex[n-1]=LoadTexture(tn); } } . . . LoadTextureSeq("electric",5); this gives me that error: error C2664: 'LoadTexture' : cannot convert parameter 1 from 'std::string' to 'str' Please, what am i doing wrong ? thank you.
  6. Oh, very nice, i will try a sequence of electricity for an animated mesh, hope it will work. Thank you every body
  7. hi, Thank you for the reply i will try it, but, how did Josh the waterplane animated texture? it seems to be the answer but i can't see how he done it. If someone knows it, please, tell me. Thank you.
  8. Hello, can someone, please, tell me how to put an animated alpha texture in an animated model? i have the idea of some kind of electric creature as an enemy and need animated electricity texture on it (a not animated texture would seem more a vascular system than electric ) thank you in advance.
  9. Hi, yes i now that unwrap save ms3d, the problem is that, if the model have more poligons than ms3d suports, then it gives an error and not save the model. It's weird because the milkshape 3d program save the model no matter the number of poligons have even is limited. But thank you very much for your answer .
  10. Hello, I'm modelling all my models in milkshape 3D because is the most easy to use app i ever seen but it's limited to about 8600 polys, and my mansion hall (well, the half of the hall) is about 8800 so i have to cut it in parts because unwrap 3D doesn't save it in .ms3d. So i think i have to change to another modeling program but all of them ( 3dstudio, blender,..) are difficult to use and , i think, you have to start allways with a primitive and not with vertexes. So where can i find a good blender tutorial explaining all steps from start to ending of modeling something or what other modeling program do you know, please? thank you very much P.D.: i tried 3dsmax but is boring difficult and "absurd" for me, and i find blender a little difficult too (at least in the begining).
  11. Thank you very much for your help BrokenPillar
  12. Hello, First sorry if it is allready answered but, how can i use a specular texture instead of the alpha channel of the dot3 texture? i tried adding the texture in number 2 in material editor but allways takes the dot3 alpha channel. Have i to change something in the shaders pack or anything else? thank you.
  13. Hi, I use this to point an entity to another: void SlowPointEnt(TEntity ent1,TEntity ent2,float speed) { TVec3 ent1pos=EntityPosition(ent1); TVec3 ent1rot=EntityRotation(ent1,0); TVec3 ent2pos=EntityPosition(ent2); float dx=0.0; float dy=0.0; float dz=0.0; float rz=0.0; //float speed=1.0; dx=ent1pos.X-ent2pos.X; dy=ent1pos.Y-ent2pos.Y; dz=ent1pos.Z-ent2pos.Z; rz=ent1rot.Z; return AlignToVector(ent1,Vec3(dx,rz,dz),3,speed); }
  14. And here is one to try if it is the effect (17% transparent) you want. This is 25% transparent, 50% and 75%., (it have 3 parts): trythis2.rar
  15. here is the file is tested and works perfectly: trythis.rar
  16. Hello, I tried to post files and when i try to load the file it says me "Error you aren't permited to upload this kind of file". Can someone tell me why i can't post files of any type, please? is something that i have to configure in my profile ore something like that? thank you.
  17. hi, i'm trying to post you an alpha image that i made to try with Pixel Perfect suggestion but it give me "Error you aren't permited to upload this kind of file" and i don't know why. Anyway when you save your image, look, in image options, if the Pre Modulate Color checkbox is checked and check it if not. Of course the Generate Mip Maps radio button must be checked too as Marleys Ghost says (and flattenimage and all you did before). Then try Pixel Perfect suggestion. I'd like to post you an image but i can't. P.D.: for the 17% try make a shader with alpha test "configuration" and the white part of the alpha channel of the image must be 17% opacity i think, but not sure.
  18. Hello, well, sorry if i tell something that you allready know, but you have to create an alpha chanel of your image and then FlattenImage. I tell you it because i see in your image the transparent background and when you flatten the image it turns a white background so i assume you not done that. then save it as dds with alphamap and in the "properties" of the dds saving use, in the Image Options, Color Map instead of normal map. (you can create the normal map too but is necessary a color map). sorry again if you know that.
  19. Sorry for the mistake and thank you very much for your time wh1sp3r and Gandi
  20. Hello, can someone, please, tell me where can i find tutorials of hlsl ? I want to make a mirror shader and i can't "play" with the water material because i don't know what have i to change or add or eliminate to achieve the result i want. I tried in google with no success. So if someone could put me in the right direction i will walk the way myself. Thankyou. P.D.: i don't know if it's faster a mirror material or do it with a camera and render to a texture. (Because i want lights and shadows reflected as well). Thankyou.
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