Search Result

  • RE: Complex Character Scaling (3+ point perspective)

    Thanks people! @AFRLme's script seems to be working smoothly (no perceptible pause in the walk cycle either)!@Machtnix's idea would be an option (different character sizes triggered at different parts of the scene) - but this wouldn't had been the smoothest one; and since the waysystem-swap works, I'm optimistic!I have stumbled upon a slight issue though regarding action areas:action areas are not always triggering (and loooots of crashes when working with them in the editor but I've read that this is because of the wxWidgets); I recreated the scene in case it was corrupt but seems it wasn't related. The character definitely is passing over the region but once in a while it won't trigger. The action areas are a 100px or so apart, and the only actions are @AFRLme's store data, change way system and restore dataany idea on what might be the case?Thanks again!-FotisPS. hehehe @ke4, yes indeed; after our discussion I realized that this wouldn't probably work in my case - but I plan another scene where the scene camera is literally inside a TV, so maybe a fisheye+VHS/video-noise shader would work there ("shaders for the sake of shaders" that is) but that's for another time ;-)

    by F_Kal, 9 years ago

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    F_Kal 9 years ago
  • RE: Complex Character Scaling (3+ point perspective)

    Yep what's AFRLme suggesting could be the solution. What was i talking about in the PM was some kind of distortion of the character which could be theoretically achieved by the shader effect. Not sure if it's possible to apply shader only on charactet though. Probably not.

    by ke4, 9 years ago

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    ke4 9 years ago
  • RE: Lightning - Screen flash effect

    You could try animate the shader lightness effect.shaderLightness(0.1, 3000) -- adjust screen lightness over 3000 milliseconds shaderLightness(0.1, 0) -- adjust screen lightness instantlyhttps://wiki.visionaire-tracker.net/wiki/ShaderLightness_(CMS)

    by ke4, 9 years ago

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    ke4 9 years ago
  • RE: Scrolling camera (vertically) to object/position

    No problem. ;)I forgot to mention that centering anything is basically done by figuring out the coordinate of what you want to center on & then subtracting 50% of default game resolution from both x & y. Visionaire Studio doesn't allow the camera to be scrolled outside of the scene background so any negative value coordinates or coordinate values that would push camera too far down or across will automatically be adjusted (or ignored).P.S: by viewport I am talking about the part of scene you can currently see - as in what the camera is showing. I don't know if that is the correct term. Simon uses that term for the openGL shader in which some of the functions allow you to reposition the camera around the scene, rotate the camera & zoom in/out. Panning with the openGL shader can be more dynamic but there's no safeguards in place to prevent the camera from going past the scene background. You have to script those yourself.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Init failed, could not load game. ??????

    Old hardware is old hardware. Like all games regardless of whether or not they were made on a custom game engine will have issues on random pc & laptops. 4.x was somewhat more demanding than 3.x & I assume 5.x will be even more demanding. It also depends on other factors such as game default resolution & how heavy you get with the animations & openGL shader effects.I think he's in dire need of upgrading a few components or chucking it in the bin & starting from scratch.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Cutscene in show scene/menü (Solved..kinda)

    13:38:34: Engine Version: 4.2.5 (Build 1185 from Build date: Nov 24 2015)13:38:34: Time needed for preloading game: 4 msec13:38:35: Initializing graphics interface. Surface size: 1920x1080, render size: 1920x108013:38:35: Using Framebuffer with texture.13:38:35: red, green, blue, alpha, depth size: , doublebuffer , accelerated 13:38:35: Serialization finished. Needed time: 50 ms13:38:35: SetupParents finished. Needed time: 0 ms13:38:35: SortLinks finished. Needed time: 0 ms13:38:35: Interfaces loaded. Needed time: 0 ms13:38:35: Scripts loaded. Needed time: 1 ms13:38:35: Time needed for loading game: 299 msec13:38:39: log: Fragment shader failed to compile with the following errors:ERROR: 0:13: error(#164) l-value required: assign "color" (can't modify a uniform)ERROR: error(#273) 1 compilation errors.  No code generated13:38:39: log: Fragment shader(s) were not successfully compiled before glLinkProgram() was called.  Link failed. 13:38:58: C:\Users\Frank\AppData\Local/VisionaireStudio/A new Hope/

    by elec, 9 years ago

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    elec 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Great! You are a lightning! :DJust one question. The scipt to exclude interfaces/menu and to use them with scene objects remain the same? I mean:This:game.GameShaderExclude = eShaderExcludeInterfaces -- stops shader effects from affecting interfaces, texts & mouse cursors etc. and this one: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"))--[[ that is tricky, it contains the settings for something we could call "effect channel", like in an audio mixer, send to channel 1 or such. So we say use the shader "eff" and composition method 5 and 4, list of methods here:0 GL_ZERO1 GL_ONE2 GL_SRC_COLOR3 GL_ONE_MINUS_SRC_COLOR4 GL_SRC_ALPHA5 GL_ONE_MINUS_SRC_ALPHA6 GL_DST_ALPHA7 GL_ONE_MINUS_DST_ALPHA8 GL_DST_COLOR9 GL_ONE_MINUS_DST_COLOR10 GL_SRC_ALPHA_SATURATEthe comp dst means what of the destination goes into the equationand comp src the same for source. So we use the alpha channel of the source image (GL_SRC_ALPHA) and for the destination the inverse (GL_ONE_MINUS_SRC_ALPHA).Destination means our surface, source is the image we are drawing.If we use GL_ONE, GL_ONE you will see that image is like blended onto the surface because the colors are added. ]]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 1Objects.sea.ShaderSet = 1

    by Paupasia, 9 years ago

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    Paupasia 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Hi Lorenzo,the old shader toolkit is not working with Visionaire 5, the script must be updated and they are working on it :DThank you!

    by lorenzo, 9 years ago

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    lorenzo 9 years ago
  • RE: Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    Hi Lorenzo,the old shader toolkit is not working with Visionaire 5, the script must be updated and they are working on it :D

    by Paupasia, 9 years ago

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    Paupasia 9 years ago
  • Visionaire SHADER ToolKit for Visionaire Studio 5 Beta

    HelloI would like to know if the shaders toolkit will be available under visionaire studio vers. 5 final. I try to use it under vers. 5 beta but nothing happen and often the system crash.thank you in advanceLorenzo

    by lorenzo, 9 years ago

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    lorenzo 9 years ago