Search Result

  • RE: Shaders Manual / Tutorial ?

    at least a snippet how to bind the "ready ones" e.g. from shadertoolkit10 to single Objects would be nice.I found an old example but it did not work in V5. On the hole screen they work well.https://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_FunctionsWhat i tried so far:local eff="ripple1" -- effect name-- the following lines are to make sure the shader is compiled, -- a shader is mini program, that needs to be compiled to use itshaderAddEffect(eff)shaderRemoveEffect(eff)-- this is a standard setting, the shader has a variable that is called strength, we set that to 1shader_effects[eff].num.strength=1-- also for any animation inside the shader, it needs the time, -- so we bind the variable time in the shader to our timebind(eff, "time", field("shader_iTime"))shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1)-- simplest thing of them, set the object "target_object" to the effect channel 1Scenes.stadtpark_see.Objects.gfx_see_wasser.ShaderSet = 1andlocal eff = "ripple1"local obj = "gfx_see_wasser"shaderRemoveEffect(eff)shaderAddEffect(eff)bind(eff, "time", field("getTime()*0.001"))shader_effects[eff] = { shader = Shaders[eff].Compiled }Objects[obj].ShaderSet = shader_effects[eff].num.num has anybody a working example?

    by stothew, 7 years ago

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    stothew 7 years ago
  • RE: Seamlessly changing background music loops

    I believe changing the background music causes it to fade out the current track & fade in the next. The only method I can think of is to play them as sounds. You could play it once then use a wait until sound is finished then do an if query to check if it should play again or change to something else.Actually the new sound engine has some interesting things, you can assign sounds to specific mix containers. Play & loop a bunch of sounds all at the same time & then fade in/out the mix containers as needed. I believe this is what you are after? I just googled monkey 2 & imuse & it seems to be different variations of the same song.Quick note: fading to next scene instead of instantly changing will automatically fade out & kill all sounds - except background music if the next scene has the continue music from previous scene option enabled or the same audio file as the previous scene linked to it - so if you want to be able to seamlessly change between scenes while having the audio files carry on playing then you need to change to the next scene instantly & if you want to fade the scene then you will have to do it manually with a shader, an image or interface or the recently added start color overlay action part.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Shaders Manual / Tutorial ?

    There's a bunch of shader stuff & examples on the luadocs page, but it doesn't really explain how to use or write custom shaders. I think if you want to write custom shaders then you will likely have to use google to find some places to learn GLSL.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Shaders Manual / Tutorial ?

    Bread and butter: https://www.visionaire-studio.com/luadocs/Additionaly you just can enter keyword shader in forum LINK or wiki search fields.Though i doubt, that wiki is up to date. P.S.: weird, cannot add second link as LINK https://wiki.visionaire-tracker.net/index.php?title=Special%3ASearch&search=shader&go=Go

    by stroncis, 7 years ago

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    stroncis 7 years ago
  • RE: How the new sound system works?

    Just tested changing between scenes after I used a play sound indefinitely action part. If you fade to the next scene when using change scene then it will fade out & stop the sound. If you change to the next scene instantly then the sound will carry on playing. If you want fade then you could do it manually with an interface or with Lua script & changing the scene brightness - or game brightness/contrast if you use the shader tool kit or a custom shader, but the scene brightness won't affect interfaces & the shader toolkit option depends on whether or not you have told it to omit interfaces, fonts, etc.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Visionaire Studio Bugfix Update 5.0.5

    I briefly see the icon appear in the task bar then nothing, there's nothing running in the task managerI've looked for new drivers but there's been no updates recentlyits Windows 10 version 1803 installed on 16th MayOperating System:    Windows 10 Pro, 64-bitDirectX version:    12.0 GPU processor:        Quadro 600Driver version:        377.83Direct3D API version:    11.2Direct3D feature level:    11_0CUDA Cores:        96 Core clock:        640 MHz Shader clock:        1280 MHzMemory data rate:    1600 MHzMemory interface:    128-bit Memory bandwidth:    25.60 GB/sTotal available graphics memory:    5095 MBDedicated video memory:    1024 MB DDR3I know the graphics card is rubbish but its always worked fine in the past

    by Nigec, 7 years ago

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    Nigec 7 years ago
  • RE: Necessary plugins or lua code

    First, the shadery Stuff:1) Here is a Mirror-Reflection-Shade I have offered some Time ago: https://www.dropbox.com/s/k0wg4cyyta9rlr3/reflection_shader.zip?dl=0 6) If you just want wavey Distortions, you should find a Shader for that in the Shader-Toolkit. But here is a Distortion-Script of mine that utilizes a moving Cloud-Texture: https://www.dropbox.com/s/vyniph7yis67v2k/heatwave_shader.zip?dl=0 (I hope these Scripts still work well, otherwise I might have to make some Adjustments.) ~~~2) The somewhat clumsy Way I have made a Tangram-System with drag-and-droppable Pieces in my Game was to have the Cursor turn into a Cursor that looks like the Piece while hiding the Piece itself, and placing it where the Cursor clicks while setting the Cursor back to normal. (And if the Cursor clicks a little invisible Field surrounding the Position where the Cursor would have to be for the Piece to be set in the right Spot, clicking will make the Piece snap into Position, even if the Cursor has not been on the exact Spot.) Depending on the Amount of Pieces you have in your Puzzle, can be a Bit of a Chore to set up though. 3) You could lua-code several randomized points around the Player and have the other Characters follow those Points instead of the Player directly. I have never tried that though, I didn't need the Follow Character Actionpart so far. (But I am relatively sure that the one Scene you have referred to in that Dig-Video is probably scripted, it's somewhat cutsceney.)

    by caligarimarte, 7 years ago

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    caligarimarte 7 years ago
  • RE: Necessary plugins or lua code

    1 & 6. I'm talking about actual shaders & not the toolkit. As in you would need to write or source custom shader scripts. Caligari Marte might be able to help you out with those as they seem to have an understanding of how the shader works & how to write custom shaders.2. I don't have a link. It was freelance work.3. I will have to check a video out on youtube to refresh my memory as I don't remember much of the game. Played it a long time ago.4. :shrug:5. ah you mean a sliding transition instead of the inventory items just snapping instantly into the slots on change. Maybe Simon could code it into the engine as an option. Not sure if it's possible to use Lua script for that on the built in interface system. If you built/scripted a custom interface system then it would likely be possible.

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Necessary plugins or lua code

    Thanks for fast reply1 & 6 : Which one of shaders? Did you mean is Shader toolkit? It haven't mirror AFAIK2 : Would you mind find it and give a link? I so need it for my game3 : Best example for chase of follow is "The Dig" game. NPC walking in scene at full random positions and many times look at player that is very similar to AGS follow system.4 : ..... Maybe Simon that help for it......5 : Please see this link:https://www.dropbox.com/s/c8ltx5434cwqdxd/Video_2018-05-25_162028.wmv?dl=0

    by TinTin, 7 years ago

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    TinTin 7 years ago
  • RE: Using pause tags in on-screen narration.. decimal issue

    Display text page updated. http://wiki.visionaire-tracker.net/wiki/Displayed_TextI've not actually mentioned what display object text is on that page... guess I forgot to talk about it.Quick summary: display object text allows you to display a text anywhere on screen indefinitely by linking it to a scene object. You have to manually remove the object text with the remove object text action part. The text linked to the scene object is also affected by the state of the object you link it to. If the object is currently hidden / inactive, then the text will also be hidden. The text also seems to mirror the opacity value of the linked object. I'm not sure if any of the other parameters apply or what would happen if you were to apply a shader effect to the object.Hello!I want to set the time for the displayed text in dialogues and copied the suggested code here https://wiki.visionaire-tracker.net/wiki/Displayed_TextUnfortunately it does not work, it does not recognise the code. What am I doing wrong :)?Working wit VS 5.0.4Kind regardsIrina

    by irinahuw_, 7 years ago

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    irinahuw_ 7 years ago