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ParaToxic

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Posts posted by ParaToxic

  1. Here it is :

    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
    <html xmlns="http://www.w3.org/1999/xhtml">
    <head>
    
    <style type="text/css">
    body {
    background: #1e5799; /* Old browsers */
    background: -moz-radial-gradient(center, ellipse cover,  #1e5799 0%, #2989d8 50%, #207cca 51%, #7db9e8 100%); /* FF3.6+ */
    background: -webkit-gradient(radial, center center, 0px, center center, 100%, color-stop(0%,#1e5799), color-stop(50%,#2989d8), color-stop(51%,#207cca), color-stop(100%,#7db9e8)); /* Chrome,Safari4+ */
    background: -webkit-radial-gradient(center, ellipse cover,  #1e5799 0%,#2989d8 50%,#207cca 51%,#7db9e8 100%); /* Chrome10+,Safari5.1+ */
    background: -o-radial-gradient(center, ellipse cover,  #1e5799 0%,#2989d8 50%,#207cca 51%,#7db9e8 100%); /* Opera 12+ */
    background: -ms-radial-gradient(center, ellipse cover,  #1e5799 0%,#2989d8 50%,#207cca 51%,#7db9e8 100%); /* IE10+ */
    background: radial-gradient(ellipse at center,  #1e5799 0%,#2989d8 50%,#207cca 51%,#7db9e8 100%); /* W3C */
    filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#1e5799', endColorstr='#7db9e8',GradientType=1 ); /* IE6-9 fallback on horizontal gradient */
    }
    
    </style>
    
    </head>
    <body>
    <h1> HEYY </h1>
    </body>
    </html>
    

  2. Hey ya I have a problem here.I need a radial gradient through the whole space of the website area as a background of the body.

    When I use body { .. background-image: -webkit-radial-gradient... } the gradient repeats on the end of the content.

     

    But how can I make the gradient beeing filled in the whole area of the website ?? ( no fixed pixel values, just with % maybe ? )

     

    Thanks

  3. How do you want to add more than 1 material to a character which only needs 1 material ??

    When you exported your character with more than 1 material, you don't have to paint the mesh via script, only create material files with the name your materials had in the modelling programm ( or use converters like UU3D for automatic..)

  4. Well it is very bad code but it works , for my lua knowledge :D

    Yes I could store it as keys, your right

    require("scripts/class")
    local class=CreateClass(...)
    
    function class:InitDialog(grid)
    end
    
    function class:CreateObject(model)
    local object = self.super:CreateObject(model)
    local object=self.super:CreateObject(model)
    SetWorld(fw.transparency.world)
    object.cube=CreateCube()
    object.cube:SetScale(Vec3(4,4,4))
    object.cube:Paint(LoadMaterial("abstract::collider.mat"))
    object.axis1 = 0
    object.axis2 = 0
    object.axis3 = 0
    object.scalex = 1
    object.scaley = 1
    object.scalez = 1
    object.setall = 0
    SetWorld(fw.main.world)
    function object:Update()
    
    self.cube:SetPosition(self.model:GetPosition())
    if self.axis1 == 0 and self.axis2 == 0 and self.axis3 == 0 then
    self.cube:SetScale(Vec3(self.scalex,self.scaley,MouseX()/100))
    if MouseHit(1) == 1 then
    self.scalez = MouseX()/100
    self.axis2 = 1
    self.axis1 = 1
    end
    end
    if self.axis1 == 1 and self.axis2 == 1 and self.axis3 == 0 then
    self.cube:SetScale(Vec3(MouseX()/100,self.scaley,self.scalez))
    if MouseHit(1) == 1 then
    self.scalex = MouseX()/100
    self.axis3 = 1
    end
    end
    if self.axis1 == 1 and self.axis2 == 1 and self.axis3 == 1 then
    self.cube:SetScale(Vec3(self.scalex,MouseX()/100,self.scalez))
    if MouseHit(1) == 1 then
    self.scaley = MouseX()/100
    self.axis1 = 0
    self.userdata = self.cube
    end
    end
    end
    
    function object:Free()
    if self.cube~=nil then
    self.cube:Free()
    self.cube=nil
    end
    self.super:Free()--Don't forget this!!
    end
    
    end
    

    • Upvote 1
  5. Hello guys, I'm very bad in lua so I have a question about some collider box stuff.

     

    I would like to create a entity which you can place in the editor and create a 3D box with 3 mouse clicks.

    When you place it you click on the ground once and from this point a box starts to follow your mouse ( just a 2D square maybe). When you click a second time the box has then a fixed size and you can now control the height of the box with the mouse.When you have your height you click a third time and you have your own, perfect sized collider box.

     

    But how I can make that with mouseclicks and soone as a object, you can just place in the Editor ??

    Thanks

  6. First thanks for the positive feedback for the menu :)

    And yes there is no game so far, when you click on continue the game look for existing profiles and then change the state.A new loading video shows up and then I Reset the framework, so the 2 images in the buffers are just fliped very frame---> 1 mio. mouse pointers ;)

  7. Hello guys,

    I had a little idea for a data loader and saver.Normal functions uses void pointers or just void to write/read data from a binary fstream object.

    But why don't you use templates for that ??

     

    So I used them, but it doesn't work actually ( I'm not the pro with templates...so...)

     

    Maybe someone can help me.. I get a linker error when I want to call the write function.

     

    #ifndef ISERIALIZER_H_
    #define ISERIALIZER_H_
    #include <iostream>
    #include <fstream>
    #include "GlobalDefine.h"
    class ISerializer
    {
    public:
    ISerializer() : fileloaded(false) { }
    ~ISerializer() { }
    std::fstream filestream;
    bool fileloaded;
    IResult Load(std::string filename);
    IResult Save();
    template<typename T>
    void Read(T* out);
    template<typename T>
    void Write(T in);
    
    };
    
    #endif
    

     

    #include "ISerializer.h"
    
    IResult ISerializer::Load(std::string filename)
    {
    filestream.open(filename.c_str(),std::ios::in | std::ios::binary);
    if(!filestream.bad())
    {
     return IRESULT_OK;
    } else {
     return IRESULT_ERROR;
    }
    }
    IResult ISerializer::Save()
    {
    filestream.close();
    fileloaded = false;
    return IRESULT_OK;
    }
    template<typename T>
    void ISerializer::Read(T* out)
    {
    if(fileloaded)
    {
     filestream.read(&out,sizeof(T));
    }
    }
    template<typename T>
    void ISerializer::Write(T in)
    {
    if(fileloaded)
    {
     filestream.write(in,sizeof(T));
    }
    }
    

     

    Thanks ;)

  8. Hey ya, I'm making some draws for all manager and systems I need for the gameplay-state and now think about the Progresssystem.

     

    Lets say I have a map with only 2 rooms.You start at room 1 and when you open the door between them, the NPCs behind the door starts to attack you.

     

    Now I need to save this actions in a file with all event keys and targets for the events.For example I would create a trigger box before the door and link the collision event to the opening of the door.

    Then an other trigger box follows behind the door with the activating of the NPCs as the target.

     

    But I need to save this progress as a progress file ( my idea was it to create a profile and the loader for that and each profile has progress files you can load ).

     

    So my question is what do you think how such a manager/system for recording,saving and loading could look like ?

    Thanks for advance

  9. Hei ya,

    I wan't to add a function SetButtonFunction to my MenuSystem to call a given function when the button is pressed.

     

    In my button class I have a void pointer -> void (*_func)(void);

     

    I just have to call SetButtonFunction(IMenuButton* b, void (*_func)(void)); and add the function.

    But when I enter a class owned function it doesn't work.For example I have in my class the function Test() --> (IMenuSystem::Test()) and enter that to the function it doesn't work.I become a error....something with a argumentlist.... but when I just create a custom function in the source file void Test() { MessageBoxA(0,"Hey",0,0); } it works fine.

     

    Have someone a idea how to manage that ?

  10. Well thanks for the comments. I made a short testscene and I think it should have a atmosphere like that.

     

    The idea is that you break out from the underground ( yes I have a game story for that biggrin.png ) and the earth is very hot and near to the sun, so I need this kind of set.

    What do you think about that: post-2191-0-38260300-1355564924_thumb.jpg

     

    I really like this washed out look , but I don't know if it looks okey without a skybox ( I mean when the sun is so bright you don't see any clouds ).

     

    Thanks

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