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Gilmer

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Posts posted by Gilmer

  1. Thanks Paul, really we can think about the particles when they are collapsing to the ground.

    But actually I'm having a little problem with a performance. I have did some tests using two different video cards, and I not noted difference in the FPS.

     

    I run the game between a geForce GTX 460 and a geForce GTX 550ti, and the FPS not increase. But is not in everything nivels, just in two or three nivels that have this problem. The FPS stay around 19~20 on this nivels, but in others run normally.

     

    Someone know if have very difference bewteen this two video cards? I bought the GTX 550ti thinking that I'll have a lot increase with the FPS.

  2. Thanks guys :)

    more news I'll post here.

     

    Scott Richmond:

    This game will be released for arcades, firstly here at Brazil. If everything occurs nice, will se about others countrys.

    We begin to develop it around one year ago, but just in february now, we'll can finalize it.

  3. Thanks Josh, I tested this values.

    Really now are more stable than was before.

     

    But still in sometimes the car have a strange behavior. I recorded a other video, you can see better more near the end of video. If I run in straight road, without very stones or elevations, it's working fine, but when have more curves, and need to take some jumps, like a real rally, dont occurs..

     

     

     

    The FPS is low cause the Fraps record..

  4. So Josh, I was changed the values after you talked. I tryied a several values and dont have success.

    Anyway, I'm posting other video, and the models used on the video.

     

     

     

    Link to models:

    http://unidev.com.br/temp/models.rar

     

     

    The spring values, are on the lua script. The spring damper are high, because tests, that I was making.

    What's happening when the car pass above the fence, is the same thing thats happen when pass over a stone, trunks..etc..

    I put a fence and not a stone, because the stone model is a purchased model, and we can't publish de .max source.

     

    Thanks guys..

  5. Yes, of course what lack here more infos about vehicles. In wiki, in vehicle page, dont have none example about it. Because make a vehicle, export, link with tires is easy, now to stabilize and do a good settings for this, don't have nothing talking about. As diedir talked, the viperscout is the only reference to help us, but is locked.

     

    I've exported it in anyway, but still dont was sucess. I make the wheels under in car, like admin talked, but still have the physics problem.

     

    wi53et.jpg

     

     

    Moreover, the own viperscout is like a paper in sometimes, just to driver in "desert_highway.sbx" is good, but if put in a race game, together with more 5 cars ie, the stability is horrible, everytime the car are flipped, flown and etc...

     

    We are very worried about it.

  6. Hi guys,

    Here I'm again with physics problem. I'm trying make a stability movement by vehicle, but I dont having success. I can't set the variables to suspension lenght, spring constant, spring damper and vehicle mass.

     

    The problem is that the car stay very light, and if have something in the road, like stones, trunks, etc...the car is overturned. But if I adjust to a mass more heavy, the vehicle looks like "stucks" or "pasted" in the road, anyway, I can't find some good setting for this.

     

    I searched in old threads, and I found a topic that other guy, haved the same problem:

     

    This is not first time that we have problem with physics in LW, we are with one year of work in this project, have just more somethings to do, and fix, but this things, are disturbing us to continue, and we can't lost 1 year of hard work.

     

    So, my question is, now that we are in last months to finish the project, but we are having this problems, I need to know some solution to finalize this, because sincerely, our team bought the LW looking more in the graphics (that's awesome!), and vehicle system. But when we started to use, and really test the vehicle system, left to be desired.

     

    We need a feedback, for a update date about LW 3 or how we can continue with this...

    We did everything that we need like GUI system, audio 3d usint thyrd libs and other things, but this physics system that's disturbing us.

  7. So macklebee, I removed the spotlights and try again. The problem continue. I recorded again, to u see..

     

     

     

    I really can't imagine which can be..and this problem is preventing us from continuing with a one-year project, that practically we are finalizing.. =/

  8. I said wrong, I'm using spot light in reality lol

     

    I'm loading the model spotlight, because I need that it use yout script too, the light_spot.lua. And I dont had sure if with this function it run the script, but I'll try. And I'll change de phy body too.

    thx macklebee..

  9. Thanks guys..

    So, I was used the phygen to create the phy body. This is the mesh used:

     

    2010jg9.jpg

     

    About the headlights, in reality, is just two point lights and not the car's headlight,that's why I have not changed.... :(

     

    2joft.jpg

     

     

    I've noticed that in sometimes with the viperscout model, this happen too..

  10. Hi guys...

     

    I've been noticing that in sometimes when the car, collide with a static model, the car gets a strength, and flies out in scene. I recorded a video, for you to see better.

     

     

     

     

    In the script car, I'm using this parameters:

     

    local suspensionlength=0.2
    local springconstant=20.0
    local springdamper=650.0
    object.model:SetKey("mass",20.0)
    

     

    Someone can tell me, what's happening, and if have something that i can change, to fix this?

  11. Hello guys..

    I'm having two problems in use the EntityCollisionCallback and MessageReceiveCallback. The first problem, is that I'm using to make a shader fx when the car collid with an other entity. Like a shake in the camera, or a fast blur. The problem is that It's getting the terrain collision too, ie, the fx is everytime enabled, and just stop when the car is stopped. Have someway to dont get the collision between the car(entity0) and the terrain(entity1)??

     

    I tried make this, but dont worked like I wanted:

     

    void _stdcall EntityCollisionCallback( TEntity entity0, TEntity entity1, byte* position, byte* normal, byte* force, flt speed ) 
    {
    if(forceCol<=0 && (int)entity1 != 44282192 && (int)entity1 != 144736320){
    	if(speed>10)
    		Something();
    }
    }
    

     

     

    And the other problem, is that as I'm using MessageReceiveCallback too, I was noted, that if I set both, like this code:

     

    SetEntityCallback(chassis,(byte*)MessageReceiveCallback,ENTITYCALLBACK_MESSAGERECEIVE);
    SetEntityCallback(chassis,(byte*)EntityCollisionCallback,ENTITYCALLBACK_COLLISION);
    

     

    the program is crashs. Now if I just put "MessageReceiveCallback", or "EntityCollisionCallback" work fine. Have some wrong in the use this?

     

    thx

  12. Hi, Im trying use my own post process shader. But the strange is that when I use: "texture2D( texture3....." to get the blurred bloom, it get, but if I use "texture2D( texture0...." to get the color, appears only a black screen, like if dont have color.

     

    I think that is something with the way that I'm using the buffers in code. I never did some like this. And the only topic that I found, is this:

    http://www.leadwerks.com/werkspace/topic/2969-cartoon-shaders/

     

    But the link dont's working :/

     

    Here the code:

     

    main.cpp

     

    gaussianRally = LoadShader("abstract::postfilter.vert","abstract::postfilter_blurRally.frag");
    SetBloom(1);
    
    .......
    
    //Main Loop
    UpdateFramework();
    RenderFramework();
    
    
    SetShader(gaussianRally);
    
    SetBlend(0);
    DrawImage(GetColorBuffer(shaderBuffer,0),0,0,1024,768);
    
    Flip();
    
    // end Loop
    
    

     

     

    postfilter_blurRally.frag

     

    #define LW_BLURRALLY
    
    Include "abstract::postfilter.frag"

     

     

     

    blurrally.frag (getting the "texture3")

    #define gaussiansamplerange 1.0
    
    
    for(int i=0;i<8;i++){
    outputcolor += texture2D( texture3, texcoord + vec2(0.0,pixelsize.y*gaussiansamplerange	) );
    outputcolor += texture2D( texture3, texcoord + vec2(0.0,pixelsize.y*gaussiansamplerange*0.2*i) );
    outputcolor += texture2D( texture3, texcoord - vec2(0.0,pixelsize.y*gaussiansamplerange	) );
    outputcolor += texture2D( texture3, texcoord - vec2(0.0,pixelsize.y*gaussiansamplerange*0.2*i	) );
    outputcolor += texture2D( texture3, texcoord + vec2(pixelsize.x*gaussiansamplerange,0.0	) );
    outputcolor += texture2D( texture3, texcoord + vec2(pixelsize.x*gaussiansamplerange*0.2*i,0.0	) );
    outputcolor += texture2D( texture3, texcoord - vec2(pixelsize.x*gaussiansamplerange,0.0	) );
    outputcolor += texture2D( texture3, texcoord - vec2(pixelsize.x*gaussiansamplerange*0.2*i,0.0	) );
    outputcolor /= 9.0;	
    }
    

     

    result:

     

    post-313-0-81737900-1306773344_thumb.jpg

     

    blurrally.frag (getting the "texture0")

    #define gaussiansamplerange 1.0
    
    
    for(int i=0;i<8;i++){
    outputcolor += texture2D( texture0, texcoord + vec2(0.0,pixelsize.y*gaussiansamplerange	) );
    outputcolor += texture2D( texture0, texcoord + vec2(0.0,pixelsize.y*gaussiansamplerange*0.2*i) );
    outputcolor += texture2D( texture0, texcoord - vec2(0.0,pixelsize.y*gaussiansamplerange	) );
    outputcolor += texture2D( texture0, texcoord - vec2(0.0,pixelsize.y*gaussiansamplerange*0.2*i	) );
    outputcolor += texture2D( texture0, texcoord + vec2(pixelsize.x*gaussiansamplerange,0.0	) );
    outputcolor += texture2D( texture0, texcoord + vec2(pixelsize.x*gaussiansamplerange*0.2*i,0.0	) );
    outputcolor += texture2D( texture0, texcoord - vec2(pixelsize.x*gaussiansamplerange,0.0	) );
    outputcolor += texture2D( texture0, texcoord - vec2(pixelsize.x*gaussiansamplerange*0.2*i,0.0	) );
    outputcolor /= 9.0;	
    }
    

     

    result:

     

    post-313-0-75335800-1306773346_thumb.jpg

     

    Why I cant get the texture0? Whats I need to do?

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