Marleys Ghost Posted January 1, 2010 Share Posted January 1, 2010 Anyone else having this trouble, when going "under" water in the editor the screen just goes grey? Is there something that now needs to be set instead of just going with the default settings? This is a fresh full install of the SDK as of this morning. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Michael Betke Posted January 1, 2010 Share Posted January 1, 2010 No just a small lag until I get the underwater effects. Maybe you have to set the fog distance/color located in waterplane properties. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 No just a small lag until I get the underwater effects. Maybe you have to set the fog distance/color located in waterplane properties. when is the last time you sync'ed Michael? because I sync'ed last night and I have the same problem as MG Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 1, 2010 Author Share Posted January 1, 2010 No just a small lag until I get the underwater effects. Maybe you have to set the fog distance/color located in waterplane properties. No I had the small lag in the older version of 2.3 .. but this is a fresh full install and all I get when submerged is a grey screen .. this is leaving (as usual) the waterplanes default settings. I don't think I have ever used anything but the submerged defaults. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 1, 2010 Author Share Posted January 1, 2010 when is the last time you sync'ed Michael? because I sync'ed last night and I have the same problem as MG Atleast I know its not just me, thanks Mack. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 Found the issue... for some reason the scripts/math/vector.lua script was screwed up... In the StringToVec2 function, this line: return Vec2(x,y,z) needs to be changed to this: return Vec2(x,y) and this allows the underwater to be seen correctly in the editor... still working on what the issue is outside of the editor ok... along with that, it still seems something is amiss with Vec2's in LE. I ran some old bmax code that actually set the water properties and it started failing at the framewOrk Vec2's... This code worked just fine the last time I ran it. To get this to work again, I had to use the components of the Vec2... Also, even with the above change to the vector.lua script, I forgot that I had to also change the waterplane script. Inside the Refresh function, this line: fw.renderer:SetWaterVisibility(self.visibility) needs to be changed to this: fw.renderer:SetWaterVisibility(self.visibility.x, self.visibility.y) Whats going on with the VEC2's in LE? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
L B Posted January 1, 2010 Share Posted January 1, 2010 Nice find on the fixes Macklebee, I was having the bug too since my last sync. This should be officially reported so that it gets fixed. Quote Link to comment Share on other sites More sharing options...
Michael Betke Posted January 1, 2010 Share Posted January 1, 2010 My Sync is two weeks old. I'm still on holydays without tools here. :-/ Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 My Sync is two weeks old. I'm still on holydays without tools here. :-/ nice. well no reason to sync atm... something is screwy right now... well more than usual Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2010 Share Posted January 1, 2010 Whats going on with the VEC2's in LE? Nothing. A lot of the Vec2 arguments in the framework commands were redundant, because you would never have those values as Vec2's in the first place, unlike colors and positions, which often already come in a vector object. The parameters are all documented here: http://leadwerks.com/wiki/index.php?title=Framework If you do not want to mess around with this, just use the existing framewerk module, which will work fine. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
L B Posted January 1, 2010 Share Posted January 1, 2010 nice. well no reason to sync atm... something is screwy right now... well more than usual That was kind of low. We got nice upgrades, including the DLL Framework. Quote Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 Nothing. A lot of the Vec2 arguments in the framework commands were redundant, because you would never have those values as Vec2's in the first place, unlike colors and positions, which often already come in a vector object. The parameters are all documented here: http://leadwerks.com/wiki/index.php?title=Framework If you do not want to mess around with this, just use the existing framewerk module, which will work fine. ok... so apparently there are differences between framewOrk and framewErk. I have no problems with the change except the fact that it wasn't announced. And it seems pointless now to use the framewErk module, since its not going to be updated. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 That was kind of low. We got nice upgrades, including the DLL Framework. oh please... you were just complaining in another thread that Josh needed to add a key in a INI file for you... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2010 Share Posted January 1, 2010 I made a small fix to the waterplane script and uploaded. The SetWaterVisibility arguments were wrong: require("scripts/class") local class=CreateClass(...) function class:InitDialog(grid) self.super:InitDialog(grid) local group=grid:AddGroup("Water") group:AddProperty("submersioncolor",PROPERTY_COLOR,"","Submersion Color") group:AddProperty("Softness",PROPERTY_FLOAT,"0,50") group:AddProperty("Visibility",PROPERTY_VEC2) group:AddProperty("Amplitude",PROPERTY_FLOAT,"0,16") group:AddProperty("WaveSpeed",PROPERTY_FLOAT,"0,10","Wave speed") group:Expand(1) end function class:CreateObject(model) local object=self.super:CreateObject(model) object.height=model.mat.ty object.submersioncolor=Vec4(0.5,0.5,0.5,1.0) object.softness=1 object.visibility=Vec2(0,20) object.amplitude=1 object.wavespeed=1 object.model:SetKey("submersioncolor","128,128,128,255") object.model:SetKey("softness","1.0") object.model:SetKey("visibility","0,20") object.model:SetKey("amplitude","1.0") object.model:SetKey("wavespeed","1.0") function object:Refresh() if fw~=nil then fw.renderer:SetWater(1) fw.renderer:SetWaterHeight(self.height) fw.renderer:SetWaterColor(self.model.color,self.submersioncolor) fw.renderer:SetWaterSoftness(self.softness) fw.renderer:SetWaterVisibility(self.visibility.x,self.visibility.y) fw.renderer:SetWaterAmplitude(self.amplitude) fw.renderer:SetWaterWaveSpeed(self.wavespeed) end end function object:UpdateMatrix() self.height=self.model.mat.ty self:Refresh() end function object:UnlockKeys(model) object:Refresh() end function object:SetKey(key,value) if key=="softness" then self.softness=tonumber(value) elseif key=="submersioncolor" then self.submersioncolor=StringToColor(value) elseif key=="visibility" then self.visibility=StringToVec2(value) elseif key=="wavespeed" then self.wavespeed=tonumber(value) elseif key=="amplitude" then self.amplitude=tonumber(value) elseif key=="position" then local t t=StringToVec3(value) self.height=t.y return self.super:SetKey(key,value) else return self.super:SetKey(key,value) end return 1 end function object:Free() local model,object self.class:RestoreDefaults() for model,object in pairs(self.class.instances) do if object~=self then object:Refresh() break end end self.super:Free() end object:Refresh() end function class:RestoreDefaults() if fw~=nil then fw.renderer:SetWater(0) fw.renderer:SetWaterHeight(0.0) fw.renderer:SetWaterColor(Vec4(1,1,1,1),Vec4(0.5,0.5,0.5,1.0)) fw.renderer:SetWaterSoftness(1.0) fw.renderer:SetWaterVisibility(Vec2(0,50)) fw.renderer:SetWaterAmplitude(1.0) fw.renderer:SetWaterWaveSpeed(1.0) end if fw.renderer.waterpatch~=nil then fw.renderer.waterpatch:SetParent(nil,1) end end function class:Free() self:RestoreDefaults() self.super:Free() end Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2010 Share Posted January 1, 2010 It will take you a few seconds to change those vec2 range parameters to floats. I agree it is annoying, but I made the change with the approach of "what will result in a better engine six months from now?". Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
macklebee Posted January 1, 2010 Share Posted January 1, 2010 that looks familiar! also did you fix the vector.lua script as well? also, the RestoreDefaults function for the visibility is wrong... you are still calling a Vec2? ok.. i think i see whats happening... you are setting values that have to two components as Vec2's but the framewOrk items that used to use Vec2's are now using floats? wait... what? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Josh Posted January 1, 2010 Share Posted January 1, 2010 Good eyes! The StringToVec2() thing won't make any difference, but it is fixed. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 1, 2010 Author Share Posted January 1, 2010 Great .. I went down the Pub... I knew after a few beers the answer would present itself Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 4, 2010 Share Posted January 4, 2010 ok... now some real waves... pleeeeeeeezzzz... or at least clue me into how i can access some vertices to make some simple waves on the cpu... sorry to be such a pain about this... but i really need it for a naval game/sim that takes place in nothing but water... --Mike Quote Link to comment Share on other sites More sharing options...
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