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macklebee

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Everything posted by macklebee

  1. you should be able to do a similar thing with that shader just by tweaking a few things...
  2. yes, i have a selectable boolean property as well inside the switch to determine whether to show it or not... also i am doing the loading of the texture with the switch so its loaded with the model and I am also doing a entitydistance check as well in the fpscontroller script. what i have right now is very consistent with one model type... meaning i can have several instances of the same model and it works just fine, but add the same key to a different model and it fails to work for both models...
  3. i have only been messing with it since last night really but thats where i am stuck at the moment... once i have that same key on another model its just looks at the first model that it comes across with that key and goes no further... so at the moment this key/value is particular to this model...
  4. hmm don't have this issue at all.
  5. 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?
  6. take a look at the toon shader that was posted in the old forum...Simple Cartoon shader
  7. 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...
  8. 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.
  9. 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...
  10. getting close to having something like this right now...
  11. 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...
  12. 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.
  13. 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
  14. 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"
  15. yes, this is true... if you load tunnels.sbx (where everything is essentially black) and then create a new sbx, it occasionally does this... here's your fix: turn off hdr when loading multiple sbx's back to back. simple.
  16. 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?
  17. 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.
  18. 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.
  19. Take a look at CreateSource.
  20. 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.
  21. ? 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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