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Rick

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Everything posted by Rick

  1. When I navigate around the script editor I almost never use my mouse to do so. A common movement between words for Windows is Ctrl+arrow key. I live by this in every editor I've ever used. However this doesn't work in LE3's script editor. Would love to see this added so I don't curse it every time I try to do it and it doesn't work
  2. Are we able to (in Lua) DrawText() onto textures? 2D just isn't working on all these devices, so I'm looking to draw onto a texture that is part of a material that is on a plane that I position to look 2D using Unproject. This should give resolution independant 2D looking UI on all devices. Resolutions and actual screen sizes are all over the place and it doesn't seem like there is a way to tell what is what in any reliable way. If everything is 3D it seems like that removes all these problems.
  3. I don't think picking an arbitrary resolution and deciding on that will work. The iPhone 5 resolution is lower than the iPad 3, yet the 2D images look fine on the iPad and not fine on the iPhone. It's almost like there are 2 resolutions. 1 for the physical device screen and 1 for the stuff we draw on (virtual), and 3D drawing works on the virtual fine, but the 2D drawing uses the physical device screen. I mean if the iPhone 5 resolution is 1136 x 64, then my heart 64x64 image should not be drawn as big as it is. I'm going to try and get the hearts on a plane and use Unproject() to position the 3D plane always in the top left corner. This is why I did 3D UI for everything else This still has the font issue though...
  4. I guess I mentioned it because when I talked about the 2D issues you told me about this and to comment it out. That gave me the reason to do it , and this is the result I saw, so I reported it.
  5. So I guess I'm back to this original question. Commenting out that line doesn't seem to be an option because of the degraded graphics is creates. So there must be a decent/reliable way to know we are on a phone vs pad? That's all I really need to know so I can just pick a font size that will look decent on all phones and resize my hearts to 32x32 which I'm thinking will work decent on all phones too.
  6. If you launch the simulator and go to Hardware->Devices and select any Retina simulator and then launch any game that takes input via touch/click (possibly model picking as that's what I'm doing) it doesn't register those touches/clicks. If you comment out ViewController.mm->view.contentScaleFactor = 1.0 the clicking works but the gfx are so degraded that this can't be the solution. [edit] Actually now that I think about it this might only be on the simulators as my iPad is retina and it worked for touching/clicking.
  7. OK, here is the problem. With iPhone retina displays if I comment out the line you have the graphics look great BUT the touching/clicking doesn't work. I can't get to the game screen to see what the result is of the font and heart images. If I leave that line UNcommented, the clicking works but the graphics look horrible and the hearts and fonts are too big but only on retina displays. So why does that line even exist? To me it seems like it shouldn't, but then you have to fix the input touching/clicking as it breaks without that line. Also, as far as I know we can't make different builds based on retina/non-retina so how did you picture this working? Why is that line even in there? On on retina displays (in the simulator anyway) if it's uncommented I don't see a difference in graphics quality).
  8. The simulator looks like it's more 480x320 (iPhone 3) resolution. When I put that res in my game and run it on PC/Mac the interface looks more like how it does when I run it on the simulator. So for me this leads to 2 questions. 1) For older iPhones & Androids with such high resolution what would be the best way to check for any and all variations of these high resolutions? Checking width/height might be error prone with possibly not knowing all possible resolutions by all these devices (Android in particular). 2) Is there a way to simulate different versions of iPhones from xcode? [edit] http://stackoverflow...ay-on-simulator but if I comment out the line you mention above, the touching/clicking doesn't work. I don't think the issue is retina displays. Those seems just fine and that line is just fine. It's the older higher resolution devices. My iPad device that I tested on is a retina display and it looks just fine.
  9. What's the risk in doing this? Why do you do this? Just want to know the reasons behind it to avoid any possible issues on other phones. Ideally getting into the native code of these devices would be avoided as I assume on every publish it would overwrite any changes we make and would have to remember to make them each time? Maybe this could be exposed to LE so we can control it there? Maybe some IsRetinaDevice() and SetContentScaleFactor() or something? I'll give it a shot to see what the results are but this makes me nervous.
  10. I'm a little confused. I've read the iPhone 5 resolution is 1136x639. However on the iPhone simulator my heart images (which are 64x64) are massive and extend into the playing field, and the font (which I use 20) all runs together on the top. If the resolution is really that big I wouldn't think this would happen. This is generally why I like 3D interfaces so that it all scales automatically for you, but what is the best way to handle the font size and 2D image size? I almost think I need to know if I'm on a phone vs pad. Is there a way to tell this? Most phones are the same size and so I can set the font & heart image size accordingly and it'll look decent and close enough on all phones.
  11. put the invisible material on it. it's really easy!
  12. Is pathfinding only available on csg models? Can we walk via paths found from the pathfinding code on models we've imported?
  13. For the subtexture shader I made, I want to also send offset and scale of the subtexture itself. Currently I'm using the alpha now for the scale, but I only apply it to the x of the vec2 ex_color. I tested on wall segments for the narrow sides and it works well to scale up the texture so it matches the longer sides, but the top part of the walls need the y value adjusted. Doing it uniformly doesn't work visually. @shadmar This has to be model instance specific, and if I remember correctly the only model instance specific data currently is position/rotation/scale/color. @Josh basically what I'm trying to do is make what the face selection of the CSG can do with the texture scale/offset, but for models that use my subtexture shader to give me more flexibility. Playing around with my next game ideas, and it means making buildings like you do in The Sims where you have wall segments and you paint different images on any side of them. I can pretty much do that now with the color alpha being the scalar value for the x portion and leave the top part of the walls a solid black, but would be nice to have more flexibility with the textures. Ideally we'd have some custom vec3 variables that are for us to use for whatever, but not sure if GLSL allows this or if it slows things down to much.
  14. Are we supposed to be seeing shadows when using models with dynamic lighting shaders? I don't seem to get any. I have a wall model sitting on top of a csg ground, with a directional , but I don't get any shadows.
  15. Looks like it can be done. I'm not sure what he means about the highp talk though. http://stackoverflow.com/questions/6893302/decode-rgb-value-to-single-float-without-bit-shift-in-glsl
  16. Because the data we can send to the shaders is limited, I'm thinking about packing/unpacking (encoding/decoding) data into the color Vec4 to pass in more data. Does anyone know if this would cause any major performance issues by doing this since the shader code would have to unpack to get the actual values?
  17. When I load in a prefab that is made up of multiple models via lua code, I notice it has a kids table, which has objects in there that I assume are parts of the prefab, but every time I assess kids it tells me it's nil. How do we access the parts of a prefab in lua via this kids table?
  18. I hope they make the glasses slicker and make an attachment to mobile! That would be sweet The feeling for this seem amazing, but I feel like the input controls now have to change with this. I often need to look at the buttons on console controllers or keyboards when playing. I like the idea of the gun and hands but that's for a small subset of games. This seems like it really needs the future of input controls to evolve to something more friendly to this.
  19. I'm looking to do something that's probably very simple, but I have no idea how to do it I'm wanting to create a wall segment. These would be segments that I could piece together to make bigger walls. Think The Sims. I'm able to easily make this in UU3D via the Create->Box and giving wall like dimensions. This seems like it creates the UV mapping also which I can export and fill out, but it would map the entire box. My question is, how can I create 5 different materials, 1 for each side, where top/bottom share the same material as they'll both be the same color? I want this because I want a different material for the inside of the wall vs the outside of the wall. I'm going to use the subtexture shader I made so that I can have many different textures applied using the 1 material per side and take advantage of model instancing to increase performance but give a wide variety of walls.
  20. @Josh you are right, and I think I'll export to gmf from now on. I was exporting to fbx and even after deleting the bone it would have the bone in it when I import into LE3 and inspect it in the model viewer.
  21. When I import a model into uu3d it looks like it puts a bone in the scene by default. If I expand the bones tree on the top right and right click the bone and delete it goes away in uu3d. If I save as, say fbx, and import into LE, the bone is there again. If I close uu3d and open it back up the bone is back. How can I make sure there are never any bones in the format I save from uu3d?
  22. Rick

    sky box

    @shadmar Could you provide the source texture? I want to lower the res to 1024x1024 for my game so I don't hit any older hardware restrictions.
  23. Yeah, I seem to recall that was the case.
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