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Dozz

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Everything posted by Dozz

  1. Dozz

    Ocean Water Envy

    Not sure if your in the UK Red Ocktober but I was just flicking through tv listings and at 9pm today on BBC Four "The secret life of waves", hour long documentary about ocean waves. Might be taking research a bit far, but I will have the tv on whilst on laptop.
  2. Looks really good. I can imagine taking Tina to that spot for a picnic
  3. Dozz

    Ocean Water Envy

    I just looked at it again and again, it's wrong on my eyes, for a simulation, it doesn't interact with the object in the liquid either. The box is so far away, that I'm guessing it doesn't interact with that either? It may be the settings, but if the simulation as shown was baked, I would never have a use for it. Have you ever seen Nvidia's water in a box demo? or others, done way, WAY batter than this. Everyone's different I guess. heh, better even
  4. Well, I am getting on well with my cpp testing, achieving results in hours whereas I was expecting a big learning curve. Leadwerks & this forum = great. Using CameraPick, I am selecting and highlighting objects no problem, and displaying pick.X etc.. I have defined: float distanceto = 0.0; and inside the main loop: DrawText(10,70,"distance: %f",distanceto); after the CameraPick: distanceto = EntityDistance(cam,pick.entity); ...this does give the distance to the selected object ok, but to its pivot point. I want the distance to the exact picked point on the object given in pick.X, .Y & .Z What is the proper way to do that? I know its not to work out the trig manually between x,y & z points. Thanks for your help
  5. I would like to be able to view a PDF from within my project, be able to open a PDF, view it (zoom and panning) and maybe print if its not to problematic, then close and return to the Leadwerks environment. Advice on its implementation would be great. Searching the net, I found poppler and quickpdflibrary lite, and someone who has used poppler with OpenGL, includes code. Not sure how to integrate inside Leadwerks engine yet, I started on cpp last week. A basic list of 'here's where you start' is what I need Thanks
  6. Dozz

    Ocean Water Envy

    Red Ocktober, worth a test with the demo from the website, http://www.ocean3dinteractive.com/ I would try it myself if I was more experienced with cpp (8 days) If someone does try it in Leadwerks, i'd be very interested to know the results, and price If it was an option for LE3, i would pay extra (dependant on the price) Paul
  7. Dozz

    Ocean Water Envy

    Very very good ocean videos from ozernik on youtube. I like this early morning calm ocean. His oceans are great, but the draft on his ship models look silly.
  8. Thanks Josh, I was half thinking that was the answer, but thought surely mirroring images and selecting edge pixels to stretch would be used and the 9 images were something really trick I was missing out on
  9. Dozz

    Ocean Water Envy

    As far as I can tell, water is generally moving on mass due to tidal influences. In deep water moving slower, speeding up at shallow depths because the same volume is getting squeezed, then at the shoreline the top surface is going fast enough to overtake the underlying water (add to water which is returning from the beach) producing the crashing waves. Then adding wind into the mix amplifies all this. I know it's a lot more complicated than that, but I definately see (especiallywhen the wind is in a opposite direction) that the wind causes much smaller ripples that ride on the larger waves and cause the tops to break off the peaks causing the foam. The foam floats as if it stays in the same spot, expands out then fades. Most of the computer examples look like the waves are bobbing up and down in chunks (replace the word chunks with a better description), and it looks horrible to me. I think a more linear, stretched out waveform with some variation would look better. I'm just getting back into programming, so I wouldn't know how to try this for myself, but I'm guessing it would look ok. Then overlay a second smaller wave to account for the wind, which would act in an independent direction. It might look terrible when tried out and would need more thought for high speed winds. Just my observations anyways. Waves do move in opposing directions for a short period when an obstacle is hit. Maybe a texture local to the object (or parented to a moving vessel such as a submarine) could be multiplied with (or overide) the main water textures to achieve a good look. On a final note, sometimes when I've looked at real water doing it's thing, it doesn't look real. Maybe we are in the matrix? Paul
  10. 9 Images for each element, is there a link where I can read about that method?
  11. Krankzinnig, its easy to see you have an eye for great visuals, no more polishing, it's there. whereas I need to get the cherry blossom out.
  12. Yeah, I got those thanks, they're very good
  13. Dozz

    Ocean Water Envy

    Agree with Josh, I'd rather spend time animating every vertex for a wave than use that, it's poor. But I also dont like your video Josh, it's even worse! especially as you paid for it, it's too short to get a real idea of what's capable tho, and it may be that you just showed a crappy clip, but what I see doesn't look realistic, waves going all directions and it looks like the height values are varying just cos it would look worse if they were all the same height. If its a fluid simulation, what forces are causing those waves? it aint wind, it aint tidal, its just deciding to bob up and down because it wants to, poor show. Please find that guy you was gonna kidnap to do proper water, lots of peeps waiting For one of my jobs, I'm in a helicopter flying over water and I look out of the window at the sea, and neither of those videos is even close. Flexman, if you read this, your heli looks very cool project.
  14. Thanks Aggror, I do have some of the PDF's and can copy and paste into C++ but I would have liked to have a play with tweaking the code using the models and textures associated with the tutorial. Oh well, no worries, I hope someone downloaded the files and can upload them back at some point. I just downloaded font studio from the Ogre Forum
  15. I was messing with a status bar and buttons (just the visuals) over the weekend. It's at a principle stage like Lumooja's, tis fairly simple to implement. A question tho, are you planning to unhide the mouse and stop centering it until the dialog is closed? Stops the gameplay if done this way, which is what you want sometimes, but I don't as much as I can help it. I started on a status bar idea that will highlight a current 'in-focus' button that will invoke if the enter key is pressed, and use the cursor keys to scroll left and right into adjacent buttons, highlighting one of those. Then I expanded the idea to scroll different text options into those buttons if the up/down cursor keys are pressed, dependant on what the button was, like a drop-down list but not dropping down. Does that make sense? Because if I then press TAB I can also swap to an alternative mode of buttons relevant to what is on the screen at that time. The beauty is that it doesn't interfere with gameplay, mouse not required, just cursor keys, TAB n Enter keys (or whatever) When I get it to a decent level, I will show what I mean. It's no small task, but I did write, many moons ago, a menu, dialog boxes and command line system in assembly from scratch when I wrote a vector drawing program, bit laborious, but I got exactly what I wanted and learned a lot. I was reading about AppTime() etc.. tonight because I want to fade some effects over time in the status bar. And I may animate some too, maybe later. Does the .DDS format support animation or should I render individual frames and program it manually? OR could I (should I, is it preferrable to) set up a buffer to match the size of the status bar and render some 3D menu buttons into it, then overlay it onto the graphics buffer after lighting, effects etc...this could open the posibility to add refraction and make better glass effects...dunno, just thinking outloud now. I do want to try this out with a HUD overlay with a zoom lens effect (sniper scope like). How many render stages am I up to now Also I was playing with the motion blur effect, very happy with it, the changes in the alpha value of the motion blurring alters my status bar transparency, so I need to look into that if I change the blur effect on the fly. It wouldn't affect a dialog because the world would be motionless (camera wise) or not if its flying down a pre-determined path. Anyway, motion blur effect may affect what your dialog transparency value is?
  16. btw, it's an hour later in the UK than the time it says for the post. I'll use that as an excuse for being an hour late for work in morning I remember having to use 2 pixels to display more colours on the C64. I remember the first hard drive bought, 2MB for the Amiga and it was about 3 months salary
  17. Last weekend was the first proper free time I've had to play with Leadwerks, partly due to having 2 jobs and not much free time, but also because I had installed VC++ 2010 and I couldn't (was too lazy to) figure out the configuration settings as they are different to VC++2008 in the getting started C++ PDF. On Friday I got 2008 running and using the wizard it's simple to get started. Now I am working through all the tutorials and reading blogs and the forum pages. I'm hooked (my girlfriend saying my laptop is my 'other girl'). I did post re:c++ tutorials last month (now gone) but Aggror stated that tutorials are being rewriten, hopefully Aggror is contributing and making videos, he makes very easy to follow tuts, thanks for sharing. Now the main reason for the post, links to some support files are now broken and I'd like to download them, can they be uploaded again please (it's important to us noobs). And also Font Studio. Ta very much, Paul (noob since zx81 peek n poke days, hmm I wonder if it's still in my Ma's loft)
  18. thanks guys, think I need to test with the trial version and see if it fits what I am planning
  19. me again, In the Purlight video tutorials where it shows a living room with sofas, bookshelf etc..the results look impressive, but I am unable to see how this scence can be dynamic within LE. Lets say i wanted to import the scene into LE but I wanted to allow the user to pick up and move objects, for example the chair to the opposite wall or remove it from the scence. I am still going to see the dark area where the chair used to be, am I missing something or is this technique soley for static scenes, despite the fact that LE can dynamically display shadows on top of the pre-lit scence. Basically making it useful for an architectural fly-through or similar? It is very limiting for interaction if I have to separate all the dynamic objects from the prelit parts of the scene and would probably look strange to have half the objects looking less realistically lit. Am I correct? Can someone explain if the interactive elements do work with this method of lighting. Thanks
  20. Hi all, 1st post since buying LE last month. I like the idea of purelight but have a couple or 3 questions. 1. The Purelight pipeline shows "3D APP -> ASE, COLLADA -> PURELIGHT -> LIGHTING -> GAME ENGINE". If I create a highly detailed model (maybe from zbrush) and want to use normal mapping with a lower resolution model, does Purelight work with the low res model and take the normal map into account when baking OR do I use the hi res model within Purelight then apply the maps in say 3DS Max before exporting to LE? does Purelight make a new normal map to match resolution with the light map? 2. Lets say I model a cabinet which I want to open the door(s) within LE. Would I run Purelight on the cabinet without door(s) to avoid a dark interior, then start a new file to bake just the door(s)? If LE takes care of shadows, is this the procedure to bake the light maps? 3. If LE does the shadows, and this LE edition of Purelight discards the primary lighting, do I bake using ambient lighting only? It would be nice to see a tutorial showing the whole pipeline from expoting the model to Purelight then importing into LE. Thanks
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