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Posts posted by macklebee
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It would be cool to have selective desaturation, that way you could achieve visuals like in the movies Sin City and The Spirit..
take a look at the toon shader that was posted in the old forum...Simple Cartoon shader
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I have converted the Wizard, as you can see on the screenshots
What are the problems you ran into?
My Process was:
1. Convert and scale it in UU3D into FBX
2. Ran FBX2GMF
3. Convert the textures (reduce size and setup the material)
have some minor triangleface problem but as on my screens they are from the distance unnoticeable.
cu
Oliver
why not just convert straight from UU3D to GMF? Is there an issue doing it that way that I am not aware of? Just curious because I haven't had any noticeable issues doing it that way...
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well seems to me that a 25 sq mile or 64 sq km is more than enough for a world unless you are making a flight simulation type game... does anyone even have the assets or the resources to detail that much terrain? someone mentioned fallout3 which was a fairly large open expanse... but 75% of that game was loading a different map every time you went thru a door... but whatever... seems like either way that would be left up to programmer to implement not Josh.
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hi there,
I'm getting every time I call leadwerks functions a BadImageFormatException.
What is wrong ?!
Here is the code:
Leadwerks.Graphics.Initialize(800, 600); World w = new World(); while (!Leadwerks.Keyboard.KeyHit(Key.Escape)) { World.Update(1); World.Render(EntityType.All); Leadwerks.Graphics.Flip(1); }
thank you
I am probably wrong since i dont do any C#/C/C++/C--/C!&%%% programming, but wouldn't it be:
w.Update(1); w.Render(EntityType.All);
assuming that nothing else essential is missing from this code...
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getting close to having something like this right now...
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yep got it...
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Use
for model in iterate(fw.main.world.entities) do if(model:GetKey("Name") == name) then return model end end
You don't know what CurrentWorld() is returning because there can be multiple worlds.
yes i have already tried this as well as performing GetGlobalObject for the main_world and setting the world to fw.main.world etc... still no response at all...
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just out of curiosity, have you turned on debugphysics? I am curious to see how large the collisionbody for the wizard is whenever it gets loaded since you are scaling it by 0.01? you should really get UU3D and scale all of your assets before converting them to gmf... if you know someone you can trust to do the scaling/conversion for you, you should do it.
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I am setting a key/value in object's script file. I have a sbx that has this object loaded into it. Looking at the sbx file in notepad, my custom key/value is being written to the sbx. I have the map loaded into sandbox and I am using the fpscontroller.lua file to scan the current world entites for this key, but yet it never finds it. Does this not work because its in the editor and I would need to actually load the sbx in my own lua file to run separately from the editor? Or is this a limitation of a multistate lua system versus a single state?
pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0) if pick~=nil then for entity in iterate(CurrentWorld().entities) do if GetEntityKey(entity,"myvalue","")=="1" then if entity==pick.entity then if EntityDistance(camera, pick.entity)<3 then myotherkey = 1 else myotherkey = 0 end end end end end
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check the mat file for the leaves... you should use the alphatest shader...
shader="abstract::mesh_diffuse_bumpmap_sway.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag"
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That final error is the HDR going bezerk. It happens quite often to me, I have to reload the map entirely.
The iris adjustment doesn't like extreme changes to white or black or gray, it will just start flashing or just make the scene 10x bright.
yes, this is true... if you load tunnels.sbx (where everything is essentially black) and then create a new sbx, it occasionally does this...
Cool to know Tyler. Has it been reported as a bug? Shall I post it in the bugs thread?here's your fix: turn off hdr when loading multiple sbx's back to back. simple.
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cassius, if you are comparing how my code reacts versus the fpscontroller ran in the editor, then you need to set everything exactly the same... the controller weight is different, the updatecontroller's (controller:Update() in lua) acceleration and iteration values are different... all of these things come into play.
anyone else find any reference to what 3 is in the collisions command?
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thanks Gordon!
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..hi guys..im about to upgrade my stuff from 2.23 to 2.28..so, what version of Bmax should I use for 2.28?
I do not know if it makes much difference, but the last time Josh had listed what version he had created his bmax modules was for 2.27.
-Now compiled with BlitzMax 1.34
I do not know if using 1.35 or a previous version to 1.34 would really make much of a difference though.
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Hey mack, yeah just been programming a lot, lol.
Yeah, I did the sync then, and recently (to make sure I have everything updated). Still had the same mistake I had found that last time.
hmm... maybe you need a fresh install of 2.28 because the HDR has been changed to what you posted above and the modules have been rebuilt as well.
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oh that sucks
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Hi, I've found LoadSound() and PlaySound() and they work well but there doesn't seem to be a LoopSound() to enable a repeating piece of music. Any ideas on how to achieve this?
Take a look at CreateSource.
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Hey EC... long time no hear.
The HDR has been fixed for about a month now, see here.
The SSAO is the same in 2.28 and 2.3 as well. Maybe a post in the Tracker would grab Josh's attention on this one. Could be the cause of the other SSAO bugs listed.
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? I just select all of the code, right-click copy, then paste it directly into a models script... I don't lose the indents/formats by doing this.
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Thanks for this. I am enjoying playing around with it on various models.
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i think its related to the FOV/camerazoom... take a look at the old forum, there are a number of posts about this.
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hey that looks nice...
weird. it seems maybe there is an issue with c++'s hdr?
I don't have that problem in bmax...
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turn off all of your other postprocessing like bloom, ssao, hdr, distancefog... and see what you get... if its good turn one back on at a time and see what happens
actually i would still load your scene... a stationary camera looking at one cube will make it hard to see DOF
2D feature request
in Programming
Posted
well right now it handles the setting the selectable variable that decides if its going to be shown as well as loading the texture to be used... the fpscontroller script just handles the pick and the drawing... offhand i don't know how useful having a 2d image constantly shown on my screen would be when i am editing a map?