Search Result

  • RE: Fade to Black function

    As a note, be careful with the fade in fade out function. For some reason if you set it too long, Visionaire does not like it and causes the game to crash if the player left clicks while it happens. Had this problem for Paradigm. For any fades that went longer than 4 seconds, I just used a black image. Honestly doesn't take up much more resources since its not on the screen constantly and a single black image is pretty small in terms of file size. You could also set it as an interface so you don't have to put black images for each scene. Exactly! haha... I thought I'd mentioned using an interface, but I must have forgot to type it up or removed it from one of my replies for some reason. Oh well...Interface would be fine Thomas, just fade interface in/out as needed.Anyway, as you said, Visionaire should be as easy to use as possible & also as flexible as it can possibly be without having to resort to scripting. For me, the shader stuff should all be internally added to the engine source code, rather than being a script we have to add, then Simon would hopefully be able to create various action parts with tweakable parameters for various shader effects that can be applied to scene, scene objects or characters. Check out Construct 2 game engine, as they use a similar action part system to VS, but already have premade action parts for shaders & sound effect modules. If that could be sorted out along with the damn mouse cursor thing I asked for & some reorganizing of some of the current form layouts of the editor then VS would be near perfect. ;)

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Fade to Black function

    This is way too complcated, as I need this at many places.I believe we have to create a new actionpart for this. A simple "Fade to" actionpart including a delay - and maybe with the possibility to choose a color. This way you could easily fade to a specific color, without using scripts, shaders, masks or upscaled images. Fine if you want an action part for that, then I want a new option for selecting a mouse cursor to display during cutscene, cursor hide/show events & display texts, etc. I hate that the mouse cursor disappears. Would prefer to show a loading cursor icon or a semi-transparent version of my default cursor.Why is it too complicated?shaderLightness() function is very easy to use as would setting up an interface with a black background the size of your default game resolution that you could fade in/out as needed.P.S: there is a shader function for tinting the screen a certain color too, but I don't know if you can tint solid colors or just semi-transparent tint. It's not something I've used, but Simon would know.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Fade to Black function

    You could use the shader also & adjust shaderLightness value.[code]shaderLightness(-1, 1500)[/code]I'm not sure if it will affect particles though & as for using an image. It would be fine. You can create the image at say 25% or 10% or something & scale it up with Lua script. In combination with webp format the image would be tiny in both file-size & VRAM usage I think.[code]local obj = game.CurrentScene.SceneObjects["black"]obj.ObjectScale = 4 -- scale up 4x (if default size was 25% of scene width/height)obj:to(1500, {ObjectVisibility = 100})[/code]

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Custom shader

    I have no clue, how these new shaders can be incorporated, so tryed the way i understand it must work, after reading into shader toolkit source. It's no hurry, i'll wait for SimonS comments, as i can see, he's getting now a lot of questions and bugs to hunt.Accessing it this way doesn't work:shader_effects["test"]= {shader=Shaders.rc_zero_shader}Aye, I'm surprised he's not drowning underneath the amount of questions & bug reports we all keep posting. :P

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Custom shader

    I have no clue, how these new shaders can be incorporated, so tried the way i understand it must work, after reading into shader toolkit source. It's no hurry, i'll wait for SimonS comments, as i can see, he's getting now a lot of questions and bugs to hunt.Accessing it this way doesn't work:shader_effects.test = { shader = Shaders.rc_zero_shader }

    by stroncis, 9 years ago

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    stroncis 9 years ago
  • Custom shader

    Hi,i'm trying to add custom shader, but to no avail. I tried concatenate with basic_fsh from shader toolkit, then tried to add full fragment shader (with declarations, not just main() method), all attempts fruitless.This must work, as i understand, because adding directly to shader_effects object, but it doesn't:shader_effects.solid = {shader = basic_fsh..[[  void main() {     gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0);  }]]}But this works:shader_effects.test = {shader = "sht_ascii.bin"}Though it's shader from shader toolkit and it would surprise me, if it didn't work. As i have no access to these *.bin files (which are compiled with the game and i haven't figured how this works exactly), can't compare their content with my code and figure it by myself.(RC0, free, latest shader toolkit from http://rollaprint.de/vs/shaderscript9.lua)Where's the catch? Thank YouP.S.: If you copy/paste block of code, visionaire adds trailing spaces at end of each line, which accumulates with each new copy/paste.P.P.S.: If you will delete or comment out line with gl_FragColor in shader editor - Visionaire will crash. It can be avoided by first adding one more gl_FragColor and then commenting or deleting another.

    by stroncis, 9 years ago

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    stroncis 9 years ago
  • RE: Flashlight not working in VS 5RC

    @Lee: no that's just wrong. The quotations are there because it's calling this every frame.I found the error there is a space in line 225 that should be removed. There are also some other things to fix in the script. You can fix the space yourself for now. I will publish the updated script with the documentation.If you say so mate. I'm not savvy with the shader stuff. ;)

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Flashlight not working in VS 5RC

    Don't know mate. Just try replacing the shader toolkit script & see if it works - I have terrible short term memory, so don't remember any specifics about the thread/post about the bindings. Sorry.Pffff. It doesn't work :/. Any way to find it?

    by nikos papa, 9 years ago

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    nikos papa 9 years ago
  • RE: Flashlight not working in VS 5RC

    Don't know mate. Just try replacing the shader toolkit script & see if it works - I have terrible short term memory, so don't remember any specifics about the thread/post about the bindings. Sorry.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Flashlight not working in VS 5RC

    You probably need to replace the shader toolkit script. http://rollaprint.de/vs/shaderscript9.luaAlso I vaguely recall Simon mentioning that the way lights/bindings work has changed...Ok thank you. But how the light/binding has changed?

    by nikos papa, 9 years ago

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    nikos papa 9 years ago