ParaToxic
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Posts posted by ParaToxic
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Ahhhh I know what the error is
As a first approach for the splashscreen stability ,I wrote that the splashscreen and a few other startup effects like the motionblur or the override brightness should only be updated ,when the AppSpeed is less than 1.0.
So in the case of a slower computer the AppSpeed can be more than 1.0 .....
My fault
I try to take AppTime for timing functions so that it is equal at all computers
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Ok this is strange,I will try it on my second computer and change the stateclasses becuase of the unstable behavior after loading the scene.I can make a video for all who want to see that.
But 19 FPS at the start??I have about 120 ,so I think it's an error in the shader or something like that..
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sry I was trying something.Just delete the weapons_vweap_shotgun.lua from the Data.pak.
The Screenresolution is standart on 1920x1080
Here is one for you
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Do you know images like this:
http://imageshack.us/f/141/stsfinge1024ne4.jpg/
You have to set your focus like when you look to a far away object and you will see the depth in the picture.
It would be a good idea for a 3D game without glasses.
Does anyone know how to calculate this picture with the depth texture ?
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Thanks,like I said the weapo class isn't ready yet ,so stuff like impact particles aren included.
What fading do you mean is to long,the first or the second from splashscreen to he game?(I have a very fast computer ,so I can't test the timing on slower PCs)
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Hey this is the first test of my new game or rather the controll.
Please don't look at:
-The Menu (was made because of the classesdesign)
-The Gamename( Fleshgore isn't a good name )
-The weapon sway(haven't made it yet)
-The Itemclass isn't ready yet(in this case the weapon is an item)
I hope you like it
UPDATED
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Hey I want to make a kind of function or an timer to show the camera just when all models are loaded or the first rendering is done,because when I spawn the player in my game ,I see how he move throw the floor to the spawnposition and the animation of the player is going to fast at the start ,because the AppSpeed value is quite high at the start.
So what to do?
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Ok problem solved.Have changed the FPS of to animation from 20 to 30.25 .Now I have the same animationframes in the converted file
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Ahhh ok Never Seen the Countanimations and animationlength commands
But AnimationLength is only for sequences.Sry for my bad english but I mean the pieces in one animationsequenc like:
Frame 1 - 19 hands up
Frame 20 - 48 Idle
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But now I have new frames und the framestart and frameend of the different pieces moved.Do I have to guess them?
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But how it is made in the Animation Tutorial for C++ with the crawlet Model.
There are some sequences too with the given frameareas
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So is there a way to find out the new framelist for the animationpieces?
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Hey I have a model here(hands model from FPS creator pack) with 161 animation frames.I opend it in Fragmotion and exported the model to FBX.Then I converted the model to gmf and now I have 243 animation frames,so the framestart und frameend of the animationpieces aren't right now.
Why is that so? and how can I fix that.
Thanks
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I see the problem was ,that the roof polygons were directed into the room ,so from outside I could see through.So I made a 2nd "roof" and now it is better,but there are still some light spots at the edges.
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Ohhhhh I can't do that.......
Sry but I can't make a crysis like explosion with the Leadwerks Emitters, because there are still other emitter settings I have to do.
Maybe somebody has the time to make that ..
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Is that a kind of DOF with a focus center?
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Ahhhh thanks so much,didn't see that.
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Yes I saw it but with the Call of entitycolor() I can just Set the intensity to 1 or 100% but in the Editor you can Set it higher to make à kind of override Effects
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Hey is it possible to adjust the intensity value in C++ ??
I would like to create a pointlight and set the intensity about 1.0 but I can't find the command for that.It is possible to adjust that like in the editor?
Thanks
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I use C/C++
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I think I will make a shader but later ,because I have to finish my own class
Does somebody know how to make a frameupdater (for animationframes) for integers which is dependent from the appspeed?
I tryied it with frame = frame + 0.1 * speed * AppSpeed() but when frame is an integer it doesn't work.
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I will make a new class design and a new explosion,because that was only a test class ,so it can return errors
I try to make it like in Cryengine 2 (not exactly the same )
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Thanks.I heard that it's faster to load the frames as separate textures and only change the MaterialTexture.Is that right ,or would you say that the methode with the 2nd buffer is better?
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So now I made a class with some function for that.
Imagine I have a texture and at the top left is an image like in the pic I posted.
I load the texture to my TTexture variable and create a new TTexture with the height and width of 128.So I set my 128*128 texture with SetBuffer(display_texture); and draw only a piece of the first texture like this :
SetBuffer(display_texture); DrawImage(loaded_texture,0,0,128,-128); // x and y are 0 ,so we see the left top image
But I can't see anything when I display the created image.
Does anyone know how to make that?
Test 1 of my game
in Showcase
Posted
Here are some photos :