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ParaToxic

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Everything posted by ParaToxic

  1. Hmm I would like to make a kind of racing game , but with a behaviour of a little RC car, like in the video I saw.Because the Viper Scout can't jump over a ramp
  2. ParaToxic

    Vehicles

    Yes all the time the self question.Is there somebody who made a playable vehicle behavior ?? I saw long time ago a video with small racing cars (R.C cars), would be nice to make that like in the video, maybe the person can post it or send me a PM Thanks
  3. Hey ya, I have a question about the ifstream stuff. I would like to read a file with some threads. I tried to read a file into 1 buffer but read in 2 pieces (first the first half and then the second).This was the first homework for me and now I want to fill 2 buffers (for example a vertex and a index buffer ) with 2 thread from one file.So that I read with one thread the first half of the file and put that in the vertex buffer and at the same time the second half into the index buffer. BUT I don't know how to set the position pointer to the half of the file, because you can only set the pointer to the begin,the current position and the end (file.seekg(0,ios::beg,cur,end); ) How can I do that ??? Thanks
  4. One question.Does the meshes in a model have all there own physicsbody? Because you could make a model with ,lets say 4 broken parts. You set the bodymass of the parts to 0. Then ,when you shoot at one of the broken part, this part became a Bodymass of 1 or more and falls down. You think it is possible ?
  5. Hey,I think there isn't a shader for that stuff here,but I can tell you how to assign a shader to a mesh: First load a mesh (without materials) TEntity mesh = LoadMesh(""); Then you load a material with your shader and assign it: MAT File: texture0="abstract::blah.dds" shader="abstract::your_shader.vert","abstract::your_shader.frag" LOAD: TMaterial mat = LoadMaterial("abstract::mymaterial.mat"); PaintEntity(mesh,mat); And get the Shader from the material for adjusting: TShader shader = GetMaterialShader(mat); SetShaderFloat(shader,"myuniformvariable",0.0f); //or void SetShaderFloat(TShader shader, str uniform, float x ) void SetShaderFloatArray(TShader shader, str name, flt* ar, int count=1) void SetShaderVec2(TShader shader, str uniform, TVec2 v ) void SetShaderVec3(TShader shader, str uniform, TVec3 v ) void SetShaderVec4(TShader shader, str uniform, TVec4 v ) void SetShaderInt(TShader shader, str uniform, int i ) void SetShaderIntArray(TShader shader, str name, int* ar, int count=1) void SetShaderMat3(TShader shader, str uniform, mat3 mat ) void SetShaderMat4(TShader shader, str uniform, mat4 mat ) I hope it helps a little bit
  6. So there isn't a way to make a macro or something like that and add it allways to the values to have a speed based effect ? The 2 lines above makes that the weapon going to be draged when the player going to be draged,but divided with 2000 and 800 for a little moving effect.
  7. Thanks ,but things like : _slotManager->_weaponSlot[_slotManager->i_currentSlot]->_currentWeapon->VC3_rotationsmooth.X += VC3_drag.X/3000.0f / AppSpeed(); _slotManager->_weaponSlot[_slotManager->i_currentSlot]->_currentWeapon->VC3_rotationsmooth.Y += -VC3_drag.Y/800.0f / AppSpeed(); ???? is that right?
  8. Hey ya, I have a question about the functions AppSpeed() and AppTime().So I use right now the AppSpeed() command to make some effects time or speed based ,so it runs with 190 FPS and with 60 equal,but it doesn't. For example I have this line of code: weapon->VC3_rotationsmooth.Z = Curve(-0.05 * AppSpeed(),weapon->VC3_rotationsmooth.Z,5.0); It is a simple Effect function for recoil of the weapon.So I had with 190 FPS the value Curve(-0.06....) and everything worked fine,but then I set the Vsync mode and it was only sh**. The version with * AppSpeed() don't work well ,because it's not equal with 190 FPS , 60 FPS or 40 FPS,so what to do? Is there a way to adjust all values with 60 FPS,so that AppSpeed is 1.0 ,and have the same result at 190 FPs or 40 FPs etc.?? Thank you
  9. Look at CameraRange() -> http://www.leadwerks.com/wiki/index.php?title=CameraRange
  10. Can you show us the code?Have you installed OpenAL?
  11. Wow very nice blog ,saw a few plans for the future and I think this going to be the best Communityproject ever Thank you guys
  12. When you want to make the explosion bigger or smaller in the diameter you have to change the SetEmitterVelocity(Vec3(0,0,0),Vec3(1,1,1)) and (optional) the waver value For Example: Big Explosion: SetEmitterWaver(emitter,50.0); SetEmitterVelocity(Vec3(0,1,0),Vec3(5,0,5)) //When the particles moves very fast you need more particles otherwise the distance between the particles are too big and it looks bad Small Explosion: SetEmitterWaver(emitter,5.0); SetEmitterVelocity(emitter,Vec3(0,1,0),Vec3(1,0,1));
  13. Hey ya, I would ask you if there is a way to do some OpenGL drawing multithreaded ,for example for loading screens ,when the models and textures are loaded ,I can't play a smoothly loading animation,so it would be a good idea to do that in an onther thread. So can I do multithreading with the openGL context? Would be nice to hear something
  14. First one question is ,why you write "aLabel::TextPosition" and not only "TextPosition..." .Is the enum inside a class? All is right only the line "case aLabel::TextPosition.Center:" is wrong.You have to write in both cases the following: #include "aLabel.h" aLabel::aLabel(void) { textPosition = aLabel::TextPosition::Center; } and case aLabel::TextPosition::Center: Only a little mistake
  15. Because when I use a spark texture ,which have the size of 64x256 pixels it turns allways in an other direction.I don't know how to fix that..
  16. Ok thanks I think I going to make my own emitter system for something like sparks of explosions
  17. Hey I would ask you if I can set the rotation of the sprites or particles emitted by a emitter? I see that the rotation of the sprites are random and you can't create something like sparks flying away from the position of the emitter like a firework. Is there a way to set the rotation ? Thanks
  18. Like josh explain in the wiki each world have a List of all entitys,Lights etc. for managing (rendering for example).So I don't think it is possible
  19. I had the same problem ,some animations of FPScreator works fine in a modeling program ,but when you convert it into gmf. you have some lags. I heard that you can solve this problem with Ultimate Unwrap 3D ,because it exports directly in gmf
  20. One option is to cut the whole texture to frames and put it into a pak(optional but make sense for smaller file) and make a class with the ,I don't know lets say 24 textures, as an array and make it like for a animation with a frame value ( caus you need a integer for the frame when you write texture[frame] ,use the AppTime function like this: if(AppTime() > timer) { frame++; timer = AppTime() + /* now the delay in millisecs*/ 100; } The second option is to make a kind of grid and a second buffer.The you render the actuall textureframe to the buffer with the given gridpoint for the x,y like DrawImage(t_explosion,X,Y,256,-256); .So you make a kind of cameraspot for the individual frames.
  21. For better performance you could use the zlib library to compress the textures and decompress them later.(The server has a kind of cache folder with the compressed new textures and the client only download them and decompress (decompressing with zlib is very fast.I had around 30MB/s)
  22. Did you exported it in FBX and convert it later ? I had the same problem with the fbx file format and animations ---> Ultimate Unwrap 3D
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