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Russell

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Posts posted by Russell

  1. Hello team!!

    I'm trying to ROUND a large decimal value obtained from DistanteToPoint:

    self.Object1:GetPosition():DistanceToPoint(self.Object2:GetPosition())

    This is my line to obtain the distance that i show on screen with DrawText. But i don't know how encode or use Round() function to Round the value obtained from DistanceToPoint.

    I imagine it will be a simple line, but boy I am unable to code it.

    Many thanks!!

  2. Ok!! Now i have reached one satisfiying solution!!!

    With one more test i have solved my problems without use a duplicated script with another "FrameTexture2" variable. This 3 lines of CONTEXT in PostRender really solve my problem in this Poltergeist map maintaining the good functionality of the rest of the maps:

    function Script:PostRender(context)
    	context:SetBlendMode(Blend.Alpha)
    	context:SetColor(Vec4(1, 1, 1, 1))
    
    	--[[Block code of FRAMETEXTURE different uses]]--
    
    	context:SetBlendMode(Blend.Solid)
    end

    I don't fully understand why the translucent images originated only in this map, but this second solution is better for me than the previous patch I have written above.

  3. I have solve my Poltergeist team!!!

    After many, many, many tests, I have discovered that the problem of my translucent textures in the only map where I get the error is derived from the INTENSIVE use of a VARIABLE "FrameTexture" that I use to display ALL the HUD images in relation to to CARRY OBJECTS WITH OUR HANDS ...

    I control the entire HUD with "FrameTexture" variable, and it's possible that its use in that map is possibly saturated with the evolved idea of Marcousik. I think this is why I see all the DrawImage textures badly on the screen in that map:

    	if frametexture ~= Texture:Load("Materials/Effects/black.tex") then
    		context:DrawImage(frametexture, 0,0,context:GetWidth(),context:GetHeight())
    	else
    		context:DrawImage(frametexture, 0,0,context:GetWidth(),context:GetHeight()) 
    	end


    I have tried to create a new script with another FrameTexture2 variable, and the problem in that map is fixed. The hud images are working ok in the map again.


    I don't like the idea of having a duplicate script that does the same as the old. And this, more than a solution is a patch that solves my problem. But I don't know the real origin of the Poltergeist. But hey!! To get out of the way is more than enough for me.

    ??

    • Like 1
  4. 6 hours ago, Marcousik said:

    Hi,

    Maybe you ran out of memory or something similar...

    Did you try to load a backup map (a few days old) to see if the images are drawn correctly?

    Yeah, i tried. And the backup shows the images ok. But there are to much changes to use it.

    I'm afraid that I don't have more choices in this moment. In next days I will make all the new changes to the backup. ?

    But that's better than losing all the work.

    Thanks Marcousik.

  5. Hello again team!!

    See if you can help me with a Poltergeist that has suddenly appeared on one of the maps in my game.

    I use a Script to display images on the screen using "context: DrawImage".

    Until yesterday the images were showing me correctly on the screen. As I show in the following image:

    gameplayentero.thumb.jpg.12389fbb8cf326e9abe68ecb81f58934.jpg

     

    But today, as I continue working with the map, the textures appear like this. Translucent and in a gray color:

    20201015224732_1.thumb.jpg.cb3217458fc0a5938a5f3f7dd7cfbada.jpg

    The only change i have made to the map since yesterday has been to add 3 ship models and animate them with 3 platforms.

    I use the same Script to display the same images on other maps in the game and it still works fine on them. I don't know why the images have started to look like this only on this map or where the problem comes from to fix it.

    Has someone a similar Poltergeist happened to him??? Or any idea how to fix it?

    Any help or clue with this will be welcome!!

    Thank you!!

    PS: "I've tried creating another NEW scripts to show the image or another images, an NO ONE of the images or the Scripts show the images full coloured. I don't know what more inspect..."

  6. I can not believe it!! It works !!

    By simply writing them like this and COMMENT them, it works for me!!

    Do you know the amount of f***ing boxes with the textures that I have had to create throughout the 19 damn maps of FotoMuseo so that I don't get the assert error???

    Now I can remove them and with a commented line of code for each of the .tex that I load on the screen along the game is enough!!

    Many thanks team!!!

    • Like 1
    • Haha 1
  7. If i use this line of code:

    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo1.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo2.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo3.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo4.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo5.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo6.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo7.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo8.tex")
    --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo9.tex")

    In my script... Is it enough???

    I'm trying with the INTRO project put in this thread and works for me... I will try it with my project...

  8. Kaixo Ttiki!!

    Do you finally solve this problem?

    It also happened to me and I had to solve it by loading the textures on the faces of several BOXES (out of the player view) to solve the problem and for "only used files" option to put the files in the zips in the Standalone publish.

    CajasTex-Mat.thumb.jpg.5f42d0721f0523cfe500f699a2033027.jpg

    But if you have achieved/solve this through code, could you tell me how you have done it?

    I don't quite understand what you said @Josh in this line:

    On 9/30/2020 at 6:10 PM, Josh said:

    So this is caused by a script that is loading a procedurally generated file name and not checking to make sure the file was loaded? If that is the case, you can just add each used file name in a comment in the script, and it will trigger the routine to include those files.

    But i'm sure will be useful to me once I know how to write that example of code.


    How do I solve this problem using code? How have you solved it Ttiki?

    Thank you very much!!

  9. Hello team!!

    I'm trying to create my own grass model for Vegetation tool.

    I've got NATURE PACK and i love it with all it's stuff. But now i want to create my own grass model based on one garden i love and i've taken photos to it.

    i have one problem and i don't know how search it to find the answer...

    HERE:

    HierbaLejos.thumb.jpg.3d28509faa82058d8e861eb9ffe4f77e.jpg

    With the camera going FAR my grass appear after use it on VEGETATION TOOL.

    But when the cámera goes near:

    HierbaCercando.thumb.jpg.1e22b932502386e37520614349bc0063.jpg

    Grass dissapears...

    With the camera close to it (or PLAYING the map on FIRST PERSON view):

    HierbaCerca.thumb.jpg.c850f534b69fa8dff9424859507e7ab2.jpg

    Grass doesn't appear...

    It doesn't appear neither under my feet when i execute the map.

    HierbaEjecuta.thumb.jpg.eab16afa7892e863217ff6724377fd9d.jpg

    I think, this is like the RANGE parameter for lights, lens flare or audios on noise.lua... When you are far, you can't see/listen them...

    But here???? How resolve this mistery when my grass appear correctly when the camera is far away but never ok when the camera is close???

    I don't know what search to find someting that help me out with this problem...

  10. @Marcousik, CHEAP WATER works ok for me. It's great for me to learn how to make FRAME A FRAME ANIMATIONS using LUA, viewing the code inside the Script "cheapwater.lua". So cool !!

    I needed the frame animated water effect for a bath in a room, and for a sink.
    Many thanks!!

    By the way, yesterday I got; using Shadmar's fire shader as a base; learn how create my own spritesheet animation system.
    Thanks to some 2x2 to 10x10 templates that I have prepared with Photoshop, and changing the shadder lines:

    //control
    float images=6.0;
    float speed=150.0;

    Where "6" of "images" is for a 6x6 spritesheet template, and the speed between frames, now I can get simple animations that would help me simulate lot of things... ScreenHUDS in monitors, cartoon 2D characters in other locations, and a lot of other very useful things.

    2 diferent solutions to satisfy different needs in my game.

    As i always say, many thanks team!!

    • Like 1
  11. 12 hours ago, Marcousik said:

    Hi Russel,

    Maybe check this, not sure if this answers you rpoint but ok

    https://steamcommunity.com/sharedfiles/filedetails/?id=699303085&searchtext=water

    https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085

    Out of this I managed to make this:

    It applies the water classic effect to CSG boxes

    Many thanks Marcousik, i will check it out and I'll tell you how it went for me...

    Thank you very much!!

  12. 2 minutes ago, Thirsty Panther said:

    Sounds like you want a sprite sheet shader.

     

    It's more like animated VTF texture files in Hammer (where you have the singles vtf file with all the frames inside, and you control them with the VMT file...

    Here in leadwerks it's more like WATER1_0 in EFFECTS inside MATERIALS (there are 63 frames for the water, and then we use them when activate WATER MODER in ROOT...

    Sprite sheet isn't a bad idea... But i think i prefer the way of the lot of files in the same folder or file...

    Anyway i will learn this thread and the Shadmar's firepit, i can do that i need with a spritesheet too.

  13. Hello team, i have a question that i tried to find on the forum but there are several threads that don't specify what I need (does not exist in LEARN page either). So I will specify my case to see if you can help me by giving me a place to start learning:

    I want make animated textures using LUA. Where can i find how make them or an example to learn it?

    I don`t want a moving unique texture like this thread :

    I have some drawings and textures in several frames, and I would like to know how I can create boxes with those animated textures with all the frames that I have.

    I have seen this thread:

    But i don`t know how extract the info i need for my purpose...

    I want make something similar that the Water Shader (that it uses lot of images to make the movement effect) but in one BOX created with Leadwerks.

    I have found this too:

    But i don't know how to adapt it to LUA...

    Any idea where I could start? I can't find anything to help me in the forum. Or at least nothing that as a newbie helps me play around with my own tests.

  14. By destiny chances I downloaded updated drivers on Saturday afternoon (I hadn't updated for a while ?) and they updated me from 399.24 that I had, to version 456.55 that is now available for my card.
    And all right on my part. The drivers were well downloaded.

    On Sunday I updated the drivers of my laptop, and also without problem.

    Anyway, a colleague on my crew often has troubles updating NVIDIA drivers on his computer. But in his case it's because his internet connection at his home. He lives in a small town and the connection is not the best. But the funny thing is that he only has problems with the NVIDIA website. The rest of the sites and downloads works quite well despite his small Inet connection.

  15. I don't know if this should go here ... But I would like to follow the words of @Slastraf and @Angelwolf, and post a small teaser of my work with Leadwerks to create FotoMuseo 3D.

    Just like I did with my old LEFT 4 SGC campaign for LEFT 4 DEAD 2, I want to be posting on my blog and Youtube channel a series of videos related to the work stuff behind my game. The problems found, the solutions done and/or given by the community here in the forum, the improvements in the work and everything that helps to improve and expand the content of FotoMuseo.

    It was only a year and a half since I started working with Leadwerks, but i'm still fall in love with its enormous possibilities and enormous potential. I love it!! And I am very proud of the little steps that I am taking with FotoMuseo 3D.

    As I always say, thank you very much to the entire community here on the forum for helping me out when I got stuck with something.

    Many thanks team!! ?

    • Like 7
  16. Just now, Marcousik said:

    Your level just look beautiful and the idea with the canvas revealing a secret is great, you have the artist touch that is required to build great scenes with simple assets.

    Please note that you can change the color of the dissolve effect by changing the last line of the fragment shader:

    The 1.0,0.0,0.0 is the color, so this would make a red effect instead of blue.

    And InvAlpha+0.025 manages the width so change +0.025 if you need.

    Thank you very much for your words ?

    No, blue colour is perfect for the effect, because the blue colour is the last one we must find across the map and use it for reveal the secret area.

    In any case, if necessary, I would change it to white as a reference of using the RGB colors. But for now the blue color is cool to me as it looks.
    Many thanks!!

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