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Paul Thomas

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Everything posted by Paul Thomas

  1. For the actual red radius that follows the terrain? BlitzMax In loop somewhere: pick = camerapick(camera, vec3(mousex(), mousey(), 1000.0), 0, 0) if pick <> null and tterrain(pick.entity) createradiusmesh(tterrain(pick.entity), pick.position.x, pick.position.y, pick.position.z) endif The above could be simplified, it was final code after testing purposes, but never polished up. function createradiusmesh(terrain:tterrain, x:float, y:float, z:float) if radiusmesh freeentity(radiusmesh) radiusmesh = createmesh() entitycolor(radiusmesh, vec4(1.0, 0.0, 0.0, 1.0)) radiussurface = createsurface(radiusmesh) for local i:int = 1 to 360 local px:float = x + cos(i) * radius local pz:float = z + sin(i) * radius local h:float = terrainelevation(terrain, pz, px) addvertex(radiussurface, vec3(px, h, pz)) next radiussurface.mode = GL_LINE_LOOP updatemesh(radiusmesh) entityshadowmode(radiusmesh, false) endfunction Again, can be polished up, and you need a tmesh/tsurface for the above. I'm not really sure how to do this with the current C# headers, have to still try the header out, just haven't had the time. Code above was also rewritten for this forum instead of copy and pasted, so there could be mistakes but it looks correct. And thanks
  2. lol. I'd like to mimic most of the 2.28 sandbox and then continue to build it to be more targeted for my project. Yes, I'm reinventing the wheel, but I can't build upon the LE sandbox. Project targeted features such as changing the time of day, visual cloud layer manipulation, eventually weather, and so forth. If the original LE sandbox was a module or available for purchase, that would be fantastic, but at the moment I'll have to work on this enough to fit my projects needs.
  3. Yeah, going to start experimenting with TerrainElevation instead, since using TerrainElevation was the only way to make my radius tool work correctly (drawn based on terrain height). I have a fairly smooth terrain editor so far, but I still have to work on providing radius (inner and outer). My calculations at the moment are way off.
  4. Now that I'm done feeling stupid, here it is, after I realized no math was really required. Gather terrain resolution from your sandbox scene or use createterrain. local pick:tpick local grid:tvec3 local height:float local terrain:tterrain if mousehit(1) pick = camerapick(camera, vec3(mousex(), mousey(), 1000.0), 0, 0) if pick <> null and tterrain(pick.entity) terrain = tterrain(pick.entity) grid = pick.position grid.x = grid.x + ((-terrainResolution / 2) + terrainResolution) grid.z = grid.z + ((-terrainResolution / 2) + terrainResolution) height = terrainheight(terrain, grid.z, grid.x) setterrainheight(terrain, grid.z, grid.x, height + 0.001) endif endif That will edit the terrain while playing around with your program. Or terrain.resolution For BlitzMax
  5. AMD is going to support PhysX, had seen them announce that somewhere.
  6. Reminds me of a feature request; a mini-map to quickly move from one side to another.
  7. I'm using BlitzMax, but will eventually use C# once everything is finalized on that end. However, I'll be using both languages, since I'm building my editor in BlitzMax, and I don't feel like starting that over.
  8. Almost. I'll probably have it completed here in just a few, and I'll post up an example. Wanted to mess with terrain editing while "in-game" and it's going well, just have to finalize some of the math. Grid x=0, y=0 works fine, except that I have the y backwards, same with Grid x=128, y=128 (on a 128x128 terrain). Grid x=0, y=128 and Grid x=128, y=0, I have backwards, lol. So click 0, 128 raises the terrain over at 128, 0.
  9. Never mind, just takes some math.
  10. Anyone know how to get terrain grid points from a camera pick?
  11. Still trying to figure out how to get the terrain grid points from a camera pick position. Still messing around with it, lol. No, in a program, not within the editor.
  12. Sorry, I should have updated my post, I tried camerapick once I gave up on cameraproject. Thanks for replying though man.
  13. Just experimenting and I'm trying to get the terrain grid points from a mouse click/position. Not sure how to go about it yet, just started messing around, and starting to try cameraproject but I don't think that's going to work out. Anyone have any ideas?
  14. Not a problem man. I have the shaders and my own default textures for the radial masked blur ready for downloading. I'm going to post up the URL with instructions, but after I figure out the issue with water in the 2.3 version. I gave the shaders to Mack to try them out, and there seems to be a problem with the effect and water, but of course there are no problems with my Leadwerks version. Once we figure that out I'm going to post here with the files to download and instructions to work with the BlitzMax version of Framewerk. I'm not sure how to make it work with the 2.3 editor but perhaps someone with 2.3 could provide some help. Or perhaps Josh will decide to make it officially supported with framewerk, not sure. It's a fairly decent effect found in multiple games; Crysis, Far Cry 2, and so forth.
  15. A GLSL option under the downloads section. Under Code or Assets. Going to start releasing some shaders here shortly but I'm not sure where to provide it. Some of the shaders I'll be releasing is the Radial Blur and Radial Masked Blur. A situation I foresee is some people having problems integrating it into their framewerk. Josh, do you want to make those shaders official for framewerk? Radial Blur Radial Masked Blur Doesn't matter to me, but a shader/GLSL option under downloads would be good.
  16. Very nice work man. I'd like to hire you to do some buildings/models for my project
  17. You will also get blocked by the vegetation portion, since the functions/methods are not exposed/documented. If you've figured this out a lot of us would love to know how.
  18. Definitely would need at least the assets in that screen-shot to be able to tell, but they have a lot of shaders. There is even an article about their vegetation shading on GPU Gems 3. Not to mention they're able to use parallax mapping on their terrain. LE can do it, will just take some time, and a lot of programming.
  19. Yeah, already finished contrast, saturation, brightness, and a few others. Every time I see a Crysis screen-shot from time to time I still can't help but sit there amazed.
  20. Was playing around attempting to get this shader to look like GIMP's version. Figured I'd share these screens, desaturation and brightness are adjustable uniforms: Off On Just having some fun at the moment, lol.
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