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Thareh

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Posts posted by Thareh

  1. Hi!

    I didn't get any response on my other thread, and I'm stuck until this can be solved so I'm hoping for some response now :unsure:

    It's not recommended to create a buffer smaller than 64x64, so how would I go ahead and render to texture on a texture smaller than 64x64?

    The only way to Render to a Texture that I know of is using buffers.

     

    Thanks :)

  2. Hi!

     

    I have a little problem with buffers here, run the code below and it works fine.

    Rem the first code block, and unrem the second one and it'll crash.

    Is it supposed to behave this way? :)

     

    (BlitzMax code)

    Framework Leadwerks.Engine
    
    RegisterAbstractPath AppDir
    Graphics 1024,768
    
    CreateWorld
    MoveEntity CreateCamera(),Vec3(0,0,-10)
    MoveEntity CreatePointLight(5),Vec3(0,0,-3)
    Local cube:TMesh=CreateCube()
    Local buffer:TBuffer=CreateBuffer(1024,768,BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL)
    
    '####################################################################################
    Local TempBuffer:TBuffer = CreateBuffer( 1, 2, BUFFER_COLOR )
    SetBuffer( TempBuffer )
    SetColor( Vec4( 1, 0, 0, 1 ) )
    Plot( 0, 0 )
    SetColor( Vec4( 0, 1, 0, 1 ) )
    Plot( 0, 1 )
    SetColor( Vec4( 1, 1, 1, 1 ) )
    SetBuffer( BackBuffer() )
    '####################################################################################
    
    '####################################################################################
    Rem
    Local TempBuffer:TBuffer = CreateBuffer( 2, 1, BUFFER_COLOR )
    SetBuffer( TempBuffer )
    SetColor( Vec4( 1, 0, 0, 1 ) )
    Plot( 0, 0 )
    SetColor( Vec4( 0, 1, 0, 1 ) )
    Plot( 1, 0 )
    SetColor( Vec4( 1, 1, 1, 1 ) )
    SetBuffer( BackBuffer() )
    End Rem
    '####################################################################################
    
    While Not KeyHit(KEY_ESCAPE)
    
    TurnEntity cube,Vec3(1,1,2)
    SetBuffer buffer
    RenderWorld
    SetBuffer BackBuffer()
    RenderLights buffer
    DrawImage( GetColorBuffer( TempBuffer ), 0, 0, 100, 100 )
    Flip 1
    
    Wend
    End
    

     

    Oh and btw, where'd the Bug Reports section go? :)

  3. Oh Hai! ^^

    I'd like some ideas on how YOU would do certain things when it comes to a 3rd person platformer game. (Super Mario 64, Banjo Kazooie, Conker just to mention a few platformers)

     

    First of all, Would YOU use an LE controller?

    Right now I'm thinkin' I'd rather create my own movement & collision stuff because an LE controller seems to be made for FPS games primarily.

    I don't know how the LE controller is done though, can something similar be done using LE commands?

     

    How would YOU create the sliding?

    In every 3rd person platformer game, you should be able to slide on your bottom down hills and such very smoothly, Thus I'm thinking in the lines of replacing the "controller" with an invisible ball when the ground beneath the character is angled over a certain angle, and then just linepick the ground beneath the ball and place the charactermodel there.

    And then letting the ball roll until it stops with a rather high friction, and then replace the ball with the "controller" again.

     

    Now I want YOUR thoughts on how things can be done! (Not just Sliding and Controlling)

    Throw in some crazy ideas please! :)

  4. Found the issue now, I'm freeing a child in this loop which makes the CountChildren count go down so that GetChild goes short :P

    There isn't any easier way to move an entity to another world other than change world => copy it => remove the original => change world back; right?

  5. I tried exporting it with a freshly started 3d studio max, still the same issue.

    Even if it's my meshes fault, shouldn't CountChildren & GrabChild skip invalid parts of the mesh?

    The mesh shows up fine on the modelviewer, with the names of all entities etc.

    So how does the modelviewer loop through all the children? :)

  6. I'm modifying the same mesh, and exporting it again etc.

    I can load the mesh just fine, and it shows up just fine;

    But as soon as I loop through the children it crashes with that error.

    Shouldn't CountChildren() just not count the parts that isn't correct if my mesh is faulty?

    I'm exporting it using the 3d studio max exporter in the downloads section.

  7. Hi!

    I'm doing a lil' loop to go through all the children for my loaded Mesh like this:

     

    For local X:Int = 1 to CountChildren( Mesh )
       Local Child:TEntity = GetChild( Mesh, X )
       Print GetEntityKey( Child, "name" )
    Next
    

     

    And this throws an error like this: "List index out of range".

    Am I doing something wrong or is this a bug?

  8. I get another artifact now though ^^

    When I increase the refractionstrength, and I'm using a water bumpmap found in the leadwerks SDK dir (water02_00.dds) the refraction gets 'cut off' at the edge of an object in the way.

    2mo5jkk.png

    It's a bit hard to see without any motion, I can send you an example if you'd like.

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