Jump to content

afecelis

Members
  • Posts

    277
  • Joined

  • Last visited

Everything posted by afecelis

  1. afecelis

    Framewerk

    But now I get the "null framewerk" message when I exit my apps, and that didn't happen before
  2. afecelis

    Framewerk

    Lumooja, I tried the fix you suggest. The app now compiles and runs fine, but I still get the "null framewerk" message on exiting. I also agree with Mack that we're all eager waiting for Josh to express something about the shaders.pak issue. @Mack: I was checking bmax's renderer.bmx in framewerk.mod but couldn't find anything about postfiltername = "_adjust", but several instances of postfiltername all around the code, so I guess a similar fix for bmax is a bit more complicated.
  3. afecelis

    Framewerk

    Even things in the editor are not working as they should. Try opening a previously created sbx that's got point lights in them; select one of them and check its color. It will be defaulted to black, and changing it to another color won't do anything, nor does changing its intensity Omly range seems to be working fine. I hope Josh has noticed this and tries to fix it soon. We became spoiled with the previous editor and framewerk, lol!
  4. afecelis

    Framewerk

    cool! thanks a lot.
  5. afecelis

    Framewerk

    @Mack: (and this time it's not on automatic question mode). Have you got some bmx sample code using framewerk? Similar to Marleys' scene loading example. I'd like to give it a try in blitzmax.
  6. afecelis

    Framewerk

    Mack, any ideas on the "null framewerk" message? (besides reporting there's a null framewerk, ahahahah ). edit:hahaha, question was for Marleys Ghost and my automatic set it to "Mack-mode" hahahah
  7. afecelis

    Framewerk

    oh yes! the others I had turned off Has Josh updated the shaders.pak yet?
  8. afecelis

    Framewerk

    I already posted this at Josh's blog, but here is what I did. I made a copy of "postfilter_ssao.frag" and renamed it as "postfilter_adjust_ssao.frag". The application now starts fine, but when I exit I get the following message: Also, all lights in the editor got their color reset to black, and changing any of their their values don't affect them.
  9. afecelis

    12-14-2009

    yessssssssssssssssssssssss! EDIT: sang victory too soon. Seems it's missing a shader, I'm getting this error: Error: Shader file "abstract::postfilter_adjust_ssao.frag" not found. I made a copy of "postfilter_ssao.frag" and renamed it as "postfilter_adjust_ssao.frag". The application now starts fine, but when I exit I get the following message:
  10. ahhh yes! thanks Josh, I had forgotten about that.
  11. Yup I know the movement is a bit weird, but with the "inertia" the cam has got in LE if I press too hard it moves way to fast, so doing the camera in these small steps kinda worked for me. Thoguh I know, things can always be better. About the cam spline script, you mean I can script the path for the camera to follow, Josh? Cool, as in UT's matinee. I'll try to dig out for it among the tools. A tutorial would help too.
  12. Take your time Klepto, just focus on getting well soon. Wish ya all the best.
  13. or a precompiled water shader included in the materials could do the trick. This way all I'd do is apply it to the surface I got covering the pool Adding a waterplane kinda does the trick, but I have to place it too low for it not to flood my level:
  14. Thanks Mack, that shader has become my official glass template! lol (the pool has the same one but blue, but it's barely noticeable )
  15. ahhhh! good to hear It's cool to know it's a popular request. I hope it can be implemented. Here's another one, with framewerks on:
  16. Thanks guys. I'm very glad you find the project interesting. I'm an admirer of the work of both of you so It's really motivating to get feedback from people with the kind of experience you guys got and also from this community. I'm also very fond of the glass shader. Even though it's got no reflection, it does the trick nicely, and being able to tint it the color you need helps creating the glass illusion better. I also liked how simple it was to make it and how effective it resulted to be I hope to evolve some more on the "arch-vis with LE" topic and improve my skills to generate a competitive product. That's why your help has been so important regards, Alvaro
  17. Hey guys, here's my next shot at architectural visualization with LE. The previous exercise helped me a lot and saved me a lot of time and efforts, but I still got some questions. Here's a quick video from within the editor: My question has to do with adding a waterplane. I tried adding one, but it created an infinite-sized water plane, and by checking its options there were some scale values that I tried to change to make the plane smaller but it didn't affect it. The question is: can I resize the water plane just to fill the swimming pool I got by the house? regards, and thanks in advance for any help. Alvaro
  18. I had no idea the format specs were available, lol I guess it's inevitable then, hehehehe. Besides, if Josh has got no prob with it, then I guess it's ok. Still I think (and prefer) having the gmf models as final format and not the other way around.
  19. I agree. This is a bit kinda reverse-engineering stuff, and it's one of the big no-nos in ANY engine. GMF must be the final format, the one you give in your games, but not a regular 3d format used in the production pipeline.
  20. I didn't loose any of the format when copy-pasting into MSVC's IDE.
  21. Thanks guys! I'm very happy for your support. Believe me I wouldn't have been able to bring it to this point without your assistance. EC, It would be great to work with you, just let me know what you need and I'll be glad to help as much as I can. beers are on me! cheers! B) Alvaro
  22. Yup, I'm still so not there But disabling HDR+Bloom did the trick and still looks quite nice, hehehe So while I learn how to fix it or it gets fixed officially there shall be no "oblivionish" arch-vis hahahaha
  23. Thanks guys Working with LE and you guys is a very rewarding process. Indeed my main use for the engine shall be arch-vis, but I truly hope to be able to put up at least a pong clone someday
  24. god rays rule! (thanks to Marleys Ghost for his help -and patience- on how to load a scene properly and introducing me to framewerk)
  25. OMG OMG OMG OMG! It works! Marleys Ghost you have popped my Framewerks cherry, looool! I had never used it before, it's wonderful! Now I got to learn how to start turning things on and off. I'm getting the whole shebang; skybox, godrays, hdr, bloom, etc. And after I move a bit my scene becomes totally wahsed out, as in the overbright issue we discuseed earlier in the forums, So I'll have to start by turning HDR off. But it looks so beautiful! darn am I excited! as it starts: "overburned" Edit: I already found where to set the features on and off: // Setup Initial Post Processing FX fw.GetRenderer().SetGodRays(1); fw.GetRenderer().SetHDR(0); fw.GetRenderer().SetSSAO(1); fw.GetRenderer().SetBloom(1); fw.GetRenderer().SetAntialias(1); fw.GetRenderer().SetReflectionRenderComponents(ENTITY_RENDERABLE); nice code! I'm going to try and assign some keys to each effect. Thanks for this post MG. it should be "stickified". It's a shame that enabling HDR causes the overbrightness. Is it fixable or planned to be fixed?
×
×
  • Create New...