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macklebee

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Everything posted by macklebee

  1. Thanks for this. I am enjoying playing around with it on various models.
  2. hush pixel... we bmax-ers need all the warm bodies we can get!
  3. i think its related to the FOV/camerazoom... take a look at the old forum, there are a number of posts about this. camera skewing
  4. hey that looks nice... weird. it seems maybe there is an issue with c++'s hdr? I don't have that problem in bmax...
  5. turn off all of your other postprocessing like bloom, ssao, hdr, distancefog... and see what you get... if its good turn one back on at a time and see what happens actually i would still load your scene... a stationary camera looking at one cube will make it hard to see DOF
  6. thats fraps from what i understand... every video i have ever seen posted the poster comments to not pay attention to the fps due to fraps
  7. sounds like you need to apply the texture yourself inside uu3d... right-click on the materials' texture and pick properties to bring up the material editor: then set your diffuse map to the texture that the model should be using... then just save it as the original format or just as a gmf if you wish..
  8. no i do that too... just was throwing things out there because i know the oildrum phy is not a convex hull... but i guess it was the wrong collision setting... but i be damned if i can find a response of 3 in the wiki...
  9. huh... thats really weird... maybe something else is conflicting? or its a problem in C++? any way you can try a simplified example in C++ and bmax to determine if its language related?
  10. here's 2.27 with the same settings... its working fine for me in bmax... it really looks like the neardof is on in your screenshots... or are you sure you are actually close enough to the tree so parts of it are closer than the start value for the farDOFrange?
  11. well, I am the one that had the code wrong to begin with... but right now i am not too sure why i thought collision response of 3 is swept collision? i can't find it any where in the wiki but for some reason i just thought it was... yeah i guess i need to change that code in my blog as well... i didn't really test it as far as running into props... was just using to run around a scene and look at stuff for the most part atm...
  12. ah... i think i found the problem... i don't know why this works but it does... Collisions(1, 3, 3) where 1 is the oildrum prop, 3 is the character, and the last 3? maybe swept collision?
  13. actually that example is from 2.28 and its bmax... i will try the 2.27 and see if that makes any difference for me...
  14. are you still setting your nearDOF as well? if you are, don't. here's what i get with a range set at 5,8 and the strength at 1
  15. why do your oildrums have a convex hull body? I am pretty sure the prop's PHY that comes with LE is a cylinder... also whats the point of the playermesh? and the constant positioning of it to the player? Assuming that it actually serves a purpose, just parent it to the player and be done with it... whats the mass of your barrels? have you tried changing your acceleration? also that controller code doesn't have the character collision set correctly... it should be 3... have you tried this with the version i posted in my blog?
  16. To keep the near objects in focus, you want to set the FarDOF to make things in the background blurry, so: fw.GetRenderer().SetFarDOF(true); fw.GetRenderer().SetFarDOFRange(Vec2(5,8)); fw.GetRenderer().SetFarDOFStrength(1.0); This will make anything past the starting point of 5 meters from the camera blurry... its hard to tell if the ending range makes much differences other than it obviously needs to be a higher number than the starting range. I assume it does a gradient of blurring between the two ranges. The strength is what is crucial and sets the amount of blur, where it appears 1.0 is the highest value and 0.0 is the lowest. ***Edit-- wmaass, are you using bmax? If so the commands you need are: fw.Renderer.SetFarDOF(1) fw.Renderer.SetFarDOFRange(Vec2(5,8)) fw.Renderer.SetFarDOFStrength(1.0)
  17. sounds like left4dead's opening scene... if you can create that scene, I'd be duly impressed.
  18. macklebee

    PointEntity

    Josk, where is this in the wiki for the lua form? ***edit- Ah found it-PointEntity There are so many different pages for a single command in the wiki, you just never know what you are looking at it is correct...
  19. You can create your own volume trigger right now, however a limited simplified version. Have a dummy gmf with a script that creates a cube that can be scaled based on your property selections and with a trigger collision. Place it wherever you need it.
  20. what is "super"? Is that something inherent to lua or something you created in the class?
  21. You didn't hit escape to exit out of the GUI script before trying to run another script. Also, to get rid of the constant loading of the arrow_down.dds texture, change your combobox.lua to this.
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