ParaToxic
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Posts posted by ParaToxic
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Okey thanks
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So there isn't a way to make a macro or something like that and add it allways to the values to have a speed based effect ?
The 2 lines above makes that the weapon going to be draged when the player going to be draged,but divided with 2000 and 800 for a little moving effect.
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Thanks ,but things like :
_slotManager->_weaponSlot[_slotManager->i_currentSlot]->_currentWeapon->VC3_rotationsmooth.X += VC3_drag.X/3000.0f / AppSpeed(); _slotManager->_weaponSlot[_slotManager->i_currentSlot]->_currentWeapon->VC3_rotationsmooth.Y += -VC3_drag.Y/800.0f / AppSpeed();
???? is that right?
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Hey ya,
I have a question about the functions AppSpeed() and AppTime().So I use right now the AppSpeed() command to make some effects time or speed based ,so it runs with 190 FPS and with 60 equal,but it doesn't.
For example I have this line of code:
weapon->VC3_rotationsmooth.Z = Curve(-0.05 * AppSpeed(),weapon->VC3_rotationsmooth.Z,5.0);
It is a simple Effect function for recoil of the weapon.So I had with 190 FPS the value Curve(-0.06....) and everything worked fine,but then I set the Vsync mode and it was only sh**.
The version with * AppSpeed() don't work well ,because it's not equal with 190 FPS , 60 FPS or 40 FPS,so what to do?
Is there a way to adjust all values with 60 FPS,so that AppSpeed is 1.0 ,and have the same result at 190 FPs or 40 FPs etc.??
Thank you
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Look at CameraRange() -> http://www.leadwerks.com/wiki/index.php?title=CameraRange
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Can you show us the code?Have you installed OpenAL?
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Wow very nice blog ,saw a few plans for the future and I think this going to be the best Communityproject ever
Thank you guys
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When you want to make the explosion bigger or smaller in the diameter you have to change the SetEmitterVelocity(Vec3(0,0,0),Vec3(1,1,1)) and (optional) the waver value
For Example:
Big Explosion: SetEmitterWaver(emitter,50.0); SetEmitterVelocity(Vec3(0,1,0),Vec3(5,0,5)) //When the particles moves very fast you need more particles otherwise the distance between the particles are too big and it looks bad Small Explosion: SetEmitterWaver(emitter,5.0); SetEmitterVelocity(emitter,Vec3(0,1,0),Vec3(1,0,1));
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Hey ya,
I would ask you if there is a way to do some OpenGL drawing multithreaded ,for example for loading screens ,when the models and textures are loaded ,I can't play a smoothly loading animation,so it would be a good idea to do that in an onther thread.
So can I do multithreading with the openGL context?
Would be nice to hear something
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First one question is ,why you write "aLabel::TextPosition" and not only "TextPosition..." .Is the enum inside a class?
All is right only the line "case aLabel::TextPosition.Center:" is wrong.You have to write in both cases the following:
#include "aLabel.h" aLabel::aLabel(void) { textPosition = aLabel::TextPosition::Center; }
and
case aLabel::TextPosition::Center:
Only a little mistake
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I can't see why you can't use usual LE2-emitter for creating sparks effect.
Because when I use a spark texture ,which have the size of 64x256 pixels it turns allways in an other direction.I don't know how to fix that..
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Ok thanks I think I going to make my own emitter system for something like sparks of explosions
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Hey I would ask you if I can set the rotation of the sprites or particles emitted by a emitter?
I see that the rotation of the sprites are random and you can't create something like sparks flying away from the position of the emitter like a firework.
Is there a way to set the rotation ?
Thanks
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Like josh explain in the wiki each world have a List of all entitys,Lights etc. for managing (rendering for example).So I don't think it is possible
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I had the same problem ,some animations of FPScreator works fine in a modeling program ,but when you convert it into gmf. you have some lags.
I heard that you can solve this problem with Ultimate Unwrap 3D ,because it exports directly in gmf
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One option is to cut the whole texture to frames and put it into a pak(optional but make sense for smaller file) and make a class with the ,I don't know lets say 24 textures, as an array and make it like for a animation with a frame value ( caus you need a integer for the frame when you write texture[frame] ,use the AppTime function like this:
if(AppTime() > timer) { frame++; timer = AppTime() + /* now the delay in millisecs*/ 100; }
The second option is to make a kind of grid and a second buffer.The you render the actuall textureframe to the buffer with the given gridpoint for the x,y like DrawImage(t_explosion,X,Y,256,-256); .So you make a kind of cameraspot for the individual frames.
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For better performance you could use the zlib library to compress the textures and decompress them later.(The server has a kind of cache folder with the compressed new textures and the client only download them and decompress (decompressing with zlib is very fast.I had around 30MB/s)
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Did you exported it in FBX and convert it later ?
I had the same problem with the fbx file format and animations ---> Ultimate Unwrap 3D
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Thanks
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Hey I want to learn lua for scripting objects in the Editor.Now I want to turn a child of a model in the script ,but I become an error when I save it.
Here my try
require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) object.outer = self.model:FindChild("Outer") -- here I become an error end
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Ok I'am going to buy it
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I tried UU3D and it works very well.Are there any other modellingprogramms available to make that kind of normal smooth ? (Blender,Milkshape...)
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Yes but only for display ,so the model itself not going to be changed.
I only want to add phong with 32° ,nothing else
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I use the shader ,but it is a SSAO shader,which makes corners a little bit darker like in the real world.It think the problem is that the cinema4D phong tag is a kind of deformer and will not be saved in the FBX or the other formats.
@saboteur:
can I send you a model with the phong problem and you convert it in UU3D like you made with you models ,because I haven't UU3D and when it works well I will buy it.Would be nice
Applying Tri-Planar Texturing to a Mesh
in Programming
Posted
Hey,I think there isn't a shader for that stuff here,but I can tell you how to assign a shader to a mesh:
First load a mesh (without materials)
Then you load a material with your shader and assign it:
And get the Shader from the material for adjusting:
I hope it helps a little bit