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Posts posted by Masterxilo
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Yes there is.
Imagine s is "Hello %f %x %s there!, how are you?".
sprintf (just as printf) would look for three parameters while you passed none. I would mess up your memory.
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vertex paint meshes on a per instance basis
You'd lose GPU instancing with that. (Meshes that are instantiated all look exactly the same, except for color. Having texture arrays would change this a little bit
(then they could also have individual textures), but I don't think it's possible to specify vertex color data per gpu instance.)
moss on rocks, cracks on pillars, etc, etcYou'd rather do things like that with decals, best with projected decals:
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But there's no such thing yet then? I just need (to make) one for personal purpose.
You think I shouldn't post it here?
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I don't want to reinvent the wheel.
EDIT: Am I/is it even allowed to make such a program? I guess (/hope) so.
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Nice find!
I always said bumpmapping and specular lighting should be used in shadowed areas too. (IBL, see slide 17-19)
And I wonder why they didn't use the normals from the normal maps for the ssao from the beginning (slide 14).
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You can display STL strings in 2 ways:
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While
DrawText(1,14,(str)s.c_str());
is the bad one.
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I'll have to try this, thank you. I just realized LoadAnimation just loads the animation data stored in the passed file.
So the only question left is: How similar do skeletons of models that will share animations have to be?
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And I still wonder if it's really not possible to animate things in different files in 3ds max, each animation a file, and still have them share the base mesh.
I don't like the idea of just using thousands of frames and putting all the different animations in there.
What if I want to make one of the animations longer?
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See CameraProjMode.
Viewports are possible by rendering to buffers and drawing their textures as images.
This has already been done: http://forum.leadwerks.com/viewtopic.php?f=32&t=3129 (see "Screenshots")
EDIT:
Reading the OP again, I guess you were talking about Leadwerks Editor...
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OK, thanks so far.
Is there a tool (le specific) available to extract animations from the meshes then? Because with the methods you both described, I'd end up having multiple
fully working/standalone meshes (IdleAnimMesh.gmf, WalkAnimMesh.gmf, RunAnimMesh.gmf etc.), containing everything geometry, bone/skinning and animation data.
This is not what I'd want to save storage (by using the same animations on multiple models) and use the new animation system how it's intended.
Basically the second (le specific) part of my question(s) is not yet answered:
...the (more or less new) animation system handles animations in seperate files.How do you extract these from:
1. One file with multiple/all animations with known frame ranges for the different poses. Can you put frames 0-100 of a mesh's animation in walk.anim, and put frames 100-... in ...
2. Multiple files (I guess that works the same way as extracting one animation from one file ("Walk.gmf -> walk.anim"), but how does that work?)
And how similar do skeletons using the same animations have to be? Exactly the same? Or just the same amount of bones connected (and named) the same way?
And how do you remove all animations from a mesh (they're not needed in the gmf anymore since they were extraced)?
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I know how to animate things in 3ds max, and I know I could do one 1000 frames animation where I put all my
character's animations. Like
frame 0-99: walking
frame 100-199: running
etc.
But I'm sure there must be better ways to do this.
Can you create multiple seperate animation sequences in max (in the same file) and export only one at a time?
If so, can someone tell me how?
If not, can you create and rig the base mesh in one max file, then create the animations in seperate files BUT make it keep the base mesh as a reference?
So that, when I change something on the base mesh (move some vertices, correct uv mapping and so on) the mesh will be updated in the other files?
The files might be named like
BaseMesh.max
Walk.max
Run.max
Idle.max
and I'd like to be able to edit the mesh in BaseMesh without having to do all the animations from scratch.
How do YOU do this kind of things?
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And last but not least an LE specific question: the (more or less new) animation system handles animations in seperate files.
How do you extract these from:
1. One file with multiple/all animations with known frame ranges for the different poses. Can you put frames 0-100 of a mesh's animation in walk.anim, and put frames 100-... in ...
2. Multiple files (I guess that works the same way as extracting one animation from one file ("Walk.gmf -> walk.anim"), but how does that work?)
And how similar do skeletons using the same animations have to be? Exactly the same? Or just the same amount of bones connected (and named) the same way?
And how do you remove all animations from a mesh (they're not needed in the gmf anymore since they were extraced)?
Thanks in advance.
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It looks like Josh only maintains one version of LE (2.3)
Who said that? What about the bugs in 2.28?
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I really don't know where it came from...
But it must be one of these two. Try right clicking some images, maybe you already have it (if you do, there should be a "Convert to file format..." entry).
Maybe it's also the nvidia dds thumbnail viewer that adds this.
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converts the following imageformats to dds
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DirectX Surface (*.dds):dds;
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That one made me smile, but of course it's still useful for example for converting uncompressed images to compressed ones or to create mip maps etc.
Skips a few pics on my Laptop. From 32 only ~25 get converted.This has always been the case with windows. You can't drag an infinite amount of files on an executable. The command line has a limited length.
Most batch converting programs work like this because of that: they ask the os which files are currently selected in the active file browser window and convert these.
This is for sure a good program, but I personally won't use it since the nvidia dds tools (or was it the directx sdk?) allows me to just select some images, right click, select "Convert to file format..." and then these get converted. (Though it only supports the file formats DirectX does)
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... fw.Render(); SetBlend(BLEND_ALPHA); DrawImage(testImage, 200, 200, 320, 200); SetBlend(BLEND_NONE); Flip(0); ...
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Test
in Programming
test
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ah, I thought there were some le tech demos I might have missed
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Where is that tech demo?
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Own SBX Loader
in Programming
Posted
no, it's just:
(where terrain is your terrain entity)
When the terrain is created it is scaled to 1 meter per tile.