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Michael Betke

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Posts posted by Michael Betke

  1. That looks very impressive Michael! In games I never feel it needs to be totally realistic, just real enough to not have the player question it. I guess the same is true with Architectural presentations.

     

    Yes arch-viz demands for realstic output or very artistic. There is nothing in between it in most cases. At the moment all those real-time viz products have the problem beeing judged and compared with VRay and other offline-render. THis is funny to read sometime. :)

  2. Beside Pure3d I work still part-time as a students conselor at our University where I studied and made my degree. I help people finding their way through the djungle here or help them if they have trouble with their workload and so on. I think its called "Student Advisory Service" in english.

     

    I don't need to do it from the economic point of view but I love working with persons and sitting all the day at the computer on my own is a bit boring. But mostly my 31 days of holiday a year are spent working on my 3D projects if I have a tight deadline. :) I need to work in the evenings for Pure3d because of the time zones so I can do the University job in the morning here.

  3. Just out of curiosity (and because its cool hehe): Is it possible to set up the editor for stereoscopic rendering red/cyan?

     

    I think it's nice for special cases only but I would like to know how this would be done interally in a renderer? Just a shader? Or what is it?

  4. Okay I set it up and it helps but the path is just a zig-zag from node to node.

    But the camera is aimed to the rotation I've set.

     

    Is there a way to get rid of the zig-zag course? I played with

     

    local tension=EntityDistance(currentnode,nextnode)*0.5

     

    which reduces the zig-zag but its acting wired if a new node is reached.

  5. Maybe I have problems understanding the script stuff. Sorry for that. :)

     

    But the script you posted looks very different then mine. My script looks like it creates a renderbuffer and such stuff. Camera flyby plus serial screenshot function in one script.

    Your script seem to look like the flythrough.lua and also modification to the node. I understand the node modifications but not how to integrate your flythorugh.lua into my script which creates the renderbuffer and so on.

     

    Thats the point I still don't get. :)

  6. Thanks this is really dirty but a creative solution. :)

     

    I can't use a manual rotation because the script writes 30 sreenshots per second and I won't be able to rotate smoothly.

     

    Here is a screenhsot of what I need.

     

    post-6-029827500 1289064457_thumb.jpg

     

    Camera needs to view along the blue axis but should follow the spline along the street to the next node.

  7. I'm a bit in trouble. Need to finish a movie fly-through for a client this weekend but the script lacks of some important stuff.

     

    It seems the camera is just following the view to the next camera_node.

    So all I can do is a straight view but not left and right. If i rotate the node a bit to the left or right the camera does a wide curve.

     

    But it should fly straight the the next node and just "look" to the side on a certain angle. I would like to have a option where I can set certain degree for "looking" left and right.

     

     

    Any ideas?

     

    This is the script:

    Attention it drops a lot of large screenshots to the HDD which will be a movie later. Maybe using the fly-through.lua would be better.

    require("Scripts/linkedlist")
    require("Scripts/spline")
    require("Scripts/constants/keycodes")
    require("Scripts/constants/engine_const")
    
    HideMouse()
    FlushMouse()
    FlushKeys()
    
    local dummy = LoadModel( "abstract::info_camera_node.gmf" )
    local node
    local currentnode
    if dummy~=nil then
    for node in iterate(dummy.reference.instances) do
    	if node:GetKey("starthere")=="1" then
    		currentnode=node
    		break
    	end
    end
    dummy:Free()
    end
    
    if currentnode==nil then
    Notify("No starting camera node found!")
    return
    end
    
    local nextnode=currentnode:GetTarget()
    
    if nextnode==nil then
    Notify("At least two camera nodes are required.")
    return
    end
    
    local tension=EntityDistance(currentnode,nextnode)*0.5
    local spline=CreateSpline(currentnode.position,currentnode.mat:K():Scale(tension),nextnode.position,nextnode.mat:K():Scale(tension),0.75)
    local splinelength = spline:Length()
    
    fw.main.camera:SetMatrix(currentnode.mat)
    
    local n=0.0
    local frame=0
    local odd=0
    
    local buffer=CreateBuffer(1920,1080,BUFFER_COLOR)
    SetBuffer(buffer)
    local buffer2=CreateBuffer(1920,1080,BUFFER_COLOR)
    
    while KeyHit(KEY_ESCAPE)==0 do
    
    if n>=1.0 then
    	currentnode=nextnode
    	nextnode=currentnode:GetTarget()
    	if nextnode==nil then
    		Notify("Finished")
    		break
    	end
    	tension=EntityDistance(currentnode,nextnode)*0.5
    	spline=CreateSpline(currentnode.position,currentnode.mat:K():Scale(tension),nextnode.position,nextnode.mat:K():Scale(tension),0.75)
    	n=0.0
    	splinelength=spline:Length()
    end
    
    p=Vec3(0)
    t=Vec3(0)
    n = n + 0.01*1.0/splinelength*10.0
    spline:Interpolate(n,p,t)
    
    --MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2)
    
    fw.main.camera:SetPosition(p)
    fw.main.camera:AlignToVector(t,3,0.05*1.0)
    
    
    
    fw.main.world:Update(1.0)
    fw.transparency.world:Update(1.0)
    
    SetBuffer(buffer)
    
    fw:Render()
    --DrawText(AppSpeed(),100,0)
    
    Flip(0)
    local name
    
    odd=odd+1
    if odd==2 then
    	odd=0
    	if frame<1000 then
    		if frame<100 then
    			if frame<10 then
    				name="frame000"..frame
    			else
    				name="frame00"..frame
    			end
    		else
    			name="frame0"..frame
    		end
    	else
    		name="frame"..frame
    	end
    
    
    	SetBuffer(buffer2)
    	DrawImage(GetColorBuffer(buffer),0,0,1920,1080)
    	SaveBuffer(buffer2,name..".tga")
    
    	frame=frame+1
    end
    
    --SetBuffer(BackBuffer())
    --fw:Render()
    --Flip(0)
    
    end
    
    ShowMouse()

  8. Tried to use cubemaps on a car paint material but it failed.

    Editor crashes with this message: Error: Shader file "abstract::AP_diffuse_cubemap.frag" not found.

     

    Do I have to copy something from ADN to my Leadwerks Dir?

     

    This is also not working: SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50)

     

    Regardless if i replace "mymaterial" with the material name.

    Maybe I did something wrong. So pointing me in the right direction would be nice. :)

  9. Well not a game but often game assets and visualizations on a every day base for people which do games/sim with Leadwerks. :)

     

    I would like to do a small game and have an idea towards a children/pupils learning game with nice cartoony graphics some driving around in small vehicles and so on. Just the casual style stuff.

    At least it will never happen...

  10. This is the worst UV layout I've seen for years. :)

    Unwrap your elements and not just a view.

     

    3dCoat uses p-tex which is not very usable if you want to paint your model in a 2d program.

  11. yes this sounds good. So I have a steady display of the ditance to use it as a spacer which I can delete afterwards.

     

    So you need an arrow model or just a start and a end point?

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