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Icare

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Everything posted by Icare

  1. Hi ! who can explain to me why my code doesn't work ? If I set the entitytype of the sphere to 20, and the filter too, there isn't result of the linepick, if I set it to 0 it's ok.... local sphere:tmesh=createsphere() EntityType(sphere, 20, 1) Print GetEntityType(sphere) Local pick:TPick = LinePick(Vec3(0, 0, -5), Vec3(0, 0, 10), 0, 20) If pick <> Null Then Print "ok" End If thank, Nicolas
  2. If I understand everything, you want to put a shadow map on your model. I have no idea how we can do it. It will be more simple, if you post all yours textures and mesh, I will be able to make some tests... Does the material is ok on the model on ADN material? don't forget, that if you use ADN you must use shader.pak that is give with it SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50) => is the extrat parameters for you material, so you mest set this value, where mymaterial is the material of you object, that you can obtain by mesh.GetMaterial Nicolas
  3. I don'know, it' s a very difficult thing to do ! It gives me an idea for a newt release, move and choose the color of the light
  4. Thanks, I'm not very good in english and what do you mean by the rep systems no longer a feature. ? Nicolas
  5. It's working fine, but I found a bug (sorry) IF I'm selects a destination as opposed to the current leadership, and it has not yet reached the first destination. This may occur immediately or after a certain time AMD X4 640 4 GO ATI 5770 Seven Home 64 bits Nicolas
  6. It's fixed, you download it I have made some change on mouse I hope that fixe the lag too
  7. It's working fine if you do the right things. Look at my screen shot....
  8. Do you aldready have the material with his texutres in the folder where you want to save ?
  9. stuff, I'm thinking that come from new mouse control, but I don't explain why this bug it's only on Intel processor. I don't have this bug and it's alway diffuclt to add a fixe For GL ans Sway, yes it will support in a next release with the material type combobox I would like to work with someone on Intel processor, I'will send him my source code and with Messenger we can try to resolve it Nicolas
  10. This my result, if you put your heightmap in the alpha channel of you diffuse.
  11. I found why your parallax effect doesn't work, your alpha channel on diffuse is completely white texture like said Josh APHA channel of the diffuse texture mustrepresent your image. You can get something not too badly with : - get the negative off diffuse - increase her brightness - glue the result in your alpha channel You use an older version of ADN that not support Parallax, go to the main post and download the 1.1. After you must select the material type on PARALLAX not DIFFUSE Nicolas
  12. Thank you, but I do not want :-) But sometimes self converting bug, I could not say why, I got a code of Josh in the forum. I work with Filax :-)and we struggled a lot with the materials... I think the mechanics of materials should be transparent to users and this why I created ADN.
  13. I'm not realy good with shader, I have juste use the existing shader from leadwerks and add some little change in mesh.frag to have more specular or set some value who are not in uniforms. After I just add the geston of some tags who wasn't treated like LW_SPECULAR : For example on cubmap or if there was no presence of a normal map But I can try
  14. Hi, ADN Material editor 1.1 is out ! Look at the first post... Nicolas
  15. Hi ! I had the same problem. The parallax effect is not obvious to use because we must not forget to put a alpha layer in your texture ... If you use the POM.FRAG, the default settings in the MESH.FRAG do not get the correct effect. I have implemented it in the next release of ADN, which makes it easier to configure, it will come out in a few days ADN Material editor
  16. Hi, Who can explain to me the usefulness of the shadowshader in .mat And how do you dynamically set it in a material, because there is nothing in the wiki or in the command loadshader ... thanks Nicolas
  17. I don't think to active the canvas because EVENT_MOUSEDOWN and UP work fine. After to ActivateGadget() on EVENT_MOUSEMOVE, everything is working... Thank Nicolas
  18. You're thinking thaht I've aldready try EVENT_MOUSEWHELL :-), it's never receive on any gadget ... It's very diffuclt, because that I use Maxgui, KEYDOWN, KEYHIT, MOUSEX etc ... don't work, I must use event. So I can get an event into an event, but it's working fine with right mouse ... My source code for event detection, it's an HookFunction Function GUIHook:Object(iId:Int, tData:Object, tContext:Object) Local Event:TEvent = TEvent(tData) Select Event.id Case EVENT_MOUSEDOWN If Event.Source = cavLeadWerks If Event.data = 1 bControl = True If Event.data = 2 bZoom = True If ActiveGadget() <> frmMain ActivateWindow(frmMain) EndIf Case EVENT_MOUSEUP, EVENT_MOUSELEAVE If Event.Source = cavLeadWerks bControl = False bZoom = False EndIf Case EVENT_MOUSEMOVE If Event.Source = cavLeadWerks AdnMouseX = Event.x AdnMouseY = Event.y sngMouseX = Sgn((AdnMouseX + GadgetX(cavLeadWerks)) - (GadgetWidth(frmMain) / 2)) sngMouseY = Sgn((AdnMouseY + GadgetY(cavLeadWerks)) - (GadgetHeight(frmMain) / 2)) EndIf Case EVENT_KEYDOWN adnKey = Event.data Case EVENT_KEYUP adnKey = 0 adnKeyhit = False Case EVENT_MOUSEWHEEL DebugLog "Mouse wheel" Case EVENT_MENUACTION DoMenuAction(Event.data) Case EVENT_WINDOWCLOSE If Event.source = frmMain CloseADN() EndIf Case EVENT_WINDOWSIZE If Event.source = frmMain SetGraphics CanvasGraphics(cavLeadWerks) End If Case EVENT_GADGETACTION DoGadgetAction(Event.Source, Event.data) Case EVENT_GADGETSELECT If Event.source = treeview Then SetGadgetText(lbsurface, GadgetText(SelectedTreeViewNode(treeview))) loadsurfacemateriel(SelectedTreeViewNode(treeview)) EndIf EndSelect Return tData End Function
  19. Hi, For my texture editor (DNA Material) I improved the use of the mouse and keyboard. But I encountered two problems with maxGui: - No detection of the mouse wheel - No EVENT_KEYDOWN if right mouse button is active Does anybody have an idea of why? Nicolas
  20. Hi ! Some news about ADN... I'm working on a new realse that include : New shaders: * FallOff (found in the forum) * Parallax * Added supplemantaires parameter declarations in the header,which you must add in your source code (look at falloff screen shot) New features: * Normal map generating (with code found in the forum) * Free camera mode * Opening your own model (multi child, multi surface) There are some little bugs on the texte zone , like you can seen on the screen capture Soon in your PC :-) Nicolas
  21. Yes , There is no change with updatemesh .... And a mesh with multi surface exporter with Leadwerks tools 2.2 for 3ds max doesn't work too. Nicolas
  22. Hi I'm thinking that I found a bug in object with multi surface...I found a temporary solution, but it's very strange, it looks like the surface doesn't reset after a create In first time my code who created 2 plans and I assign 2 materials, but the second surface doesn't show correctly the material. And the screen shot _mesh = CreateMesh() surf = _mesh.AddSurface() surf.AddVertex([1.0, 1.0, -1.0], [0.0, 0.0, 0.0], [0.0, 0.0]) surf.AddVertex([1.0, 1.0, 1.0], [0.0, 0.0, 0.0], [1.0, 0.0]) surf.AddVertex([1.0, -1.0, 1.0], [0.0, 0.0, 0.0], [1.0, 1.0]) surf.AddVertex([1.0, -1.0, -1.0], [0.0, 0.0, 0.0], [0.0, 1.0]) surf.AddTriangle(0, 1, 2) surf.AddTriangle(0, 2, 3) mat = LoadMaterial("abstract::skyright.mat") PaintSurface surf, mat ' Front Face surf = _mesh.AddSurface() surf.AddVertex([1.0, 1.0, -1.0], [0.0, 0.0, 1.0], [1.0, 0.0]) surf.AddVertex([1.0, -1.0, -1.0], [0.0, 0.0, 1.0], [1.0, 1.0]) surf.AddVertex([- 1.0, -1.0, -1.0], [0.0, 0.0, 1.0], [0.0, 1.0]) surf.AddTriangle(0, 1, 2) surf.AddTriangle(0, 2, 3) mat = LoadMaterial("abstract::test.mat") PaintSurface surf, mat And the screen the solution, I must Create two Time the First vertex on the second surface _mesh = CreateMesh() surf = _mesh.AddSurface() surf.AddVertex([1.0, 1.0, -1.0], [0.0, 0.0, 0.0], [0.0, 0.0]) surf.AddVertex([1.0, 1.0, 1.0], [0.0, 0.0, 0.0], [1.0, 0.0]) surf.AddVertex([1.0, -1.0, 1.0], [0.0, 0.0, 0.0], [1.0, 1.0]) surf.AddVertex([1.0, -1.0, -1.0], [0.0, 0.0, 0.0], [0.0, 1.0]) surf.AddTriangle(0, 1, 2) surf.AddTriangle(0, 2, 3) mat = LoadMaterial("abstract::skyright.mat") PaintSurface surf, mat ' Front Face surf = _mesh.AddSurface() surf.AddVertex([- 1.0, 1.0, -1.0], [0.0, 0.0, 1.0], [0.0, 0.0]) surf.AddVertex([- 1.0, 1.0, -1.0], [0.0, 0.0, 1.0], [0.0, 0.0]) surf.AddVertex([1.0, 1.0, -1.0], [0.0, 0.0, 1.0], [1.0, 0.0]) surf.AddVertex([1.0, -1.0, -1.0], [0.0, 0.0, 1.0], [1.0, 1.0]) surf.AddVertex([- 1.0, -1.0, -1.0], [0.0, 0.0, 1.0], [0.0, 1.0]) surf.AddTriangle(0, 2, 3) surf.AddTriangle(0, 3, 4) mat = LoadMaterial("abstract::test.mat") PaintSurface surf, mat And the screen Nicolas
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