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  • RE: Visionaire Studio 4.2.5 Released

    I'm not sure I just did wrong but after I updated the shader script, some actions in-game got messed up.Shader effects TV1 not working anymore and the particle follows the zoom.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    Hey guys,here a script for walking with the arrow keys and gamepad:[code]local mouse_x = 0local mouse_y = 0local charmove_x = 0local charmove_y = 0function keyboardHandler(eventType, character, keycode, modifiers) if eventType==eEvtKeyUp then print('key up: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = 0 elseif keycode == 79 then -- right charmove_x = 0 elseif keycode == 81 then -- down charmove_y = 0 elseif keycode == 82 then -- up charmove_y = 0 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtKeyDown then print('key pressed: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = -100 elseif keycode == 79 then -- right charmove_x = 100 elseif keycode == 81 then -- down charmove_y = 100 elseif keycode == 82 then -- up charmove_y = -100 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtControllerKeyUp then print('controller up: ' .. keycode) if keycode == 1000001 then --controller key A up createEvent('eEvtMouseLeftButtonDown') createEvent('eEvtMouseLeftButtonUp')-- createEvent('eEvtKeyDown',{x=0,y=0},eKeyEscape,0) end elseif eventType==eEvtControllerKeyDown then print('controller down: ' .. keycode) if keycode == 1000001 then --controller key A down end elseif eventType==eEvtControllerAxis then if string.match(character, 'RIGHTX') then mouse_x = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'RIGHTY') then mouse_y = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'LEFTX') then charmove_x = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) elseif string.match(character, 'LEFTY') then charmove_y = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) end end return falseendregisterEventHandler('keyEvent', 'keyboardHandler')[/code][quote]By the way, we have 3D Model file now for objects.[/quote]Nope just Spine.[quote]Shaders or something else?[/quote]I've updated the shader script accordingly: [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)[/url]The quality of the zooming is better now and you have interactivity.I'm sorry guys, but no action parts yet. It's high up on my list.[quote]Any info on how to use spine with visionaire? How do I implement it?[/quote]Load the json-file with the path control on the bottom for objects or with 3d model file path control at character settings. Then add animations, go to animation settings and select the animation. If you want to use multiple spine files for a character you need to use a json file that links to them like this:[code]{ "multiplexer":"", "skins": [], "files": [ { "name": "PARTS/B_default/aliena_B.json" }, { "name": "PARTS/DB_default/aliena_DB.json" }, { "name": "PARTS/F_default/aliena_F.json" } ]}[/code]

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Improvements for VS 5 or 6 or even later - just ideas

    Convert Lua scripts into actions? Some of the functions we can only access via Lua script aren't actually Lua script per say... they are just functions that allow us to call & set certain internal engine parameters / functions that have more likely than not been written in C++.I believe the plan in the long run is to create more action part methods for things such as openGL shader stuff, sound stuff & so on, as well as provide a better workflow in general.The issue with the current editor is that some things are limited due to using WxWidgets as the framework - I guess framework is the apt word for it?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: images vividness colors

    It might not just be the color profile you are using. When you create a new document it should be set to...Color Mode: RGB Color > 8 bitYou should also be able to change to that mode in an already opened image via: image > mode > RGB Color & 8 Bits/Channel.If the issue still persists, then I'm not sure what else to suggest as the only way Visionaire Studio can affect the colors & saturation of your images is...a: you have applied light maps to your scenes, but they will only affect the tint of the characters.b. you have adjusted the brightness of the scene or the global brightness value via Lua script or via a config.ini file.c. you have added the shader toolkit script & have used one or some of the existing shader functions to adjust the saturation, hue, brightness / contrast of the window.Anything other than that should not affect the images.By the way are you working on a windows machine or a mac? Mac machines are sometimes known to add a blue tint to the graphics while the game is running - it's rare though. Are the images shown correctly in editor or are they only incorrect while running your game or both? & finally can you please provide the specs (make, model, os, ram, graphics card, vram, cpu, etc) of the machine you are working on?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: More questions about shaders

    Not currently & I'm not sure that would even be possible? then again I'm not all that savvy on the shader, so who am I to say that it can't be done! ;)Ok so let me get this straight. You have a static image of water that you don't want to manipulate & you want to layer some waves on top? I guess simplest thing is what you are currently doing... create some white / noise lines on a canvas with a transparent background. Add to VS as an object above the water & then apply one of the ripple shader effects to the object in question. There are currently 4 ripple effects available & you could even switch between them randomly using a looped action block if you liked.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: More questions about shaders

    Thanks a lot Lee,[quote]The only current method would involve you having to edit the shader toolkit script itself[/quote]Hmm yes, I had a look and it's not for me! ^^[quote]Hmm in regards to 2: are you talking about specifying a specific area in the scene that applies an effect to anything that enters it? [/quote]I just want to add waves on water, without separating the water itself in another picture. Until now I am preparing a PNG with transparency of the water, on which I apply the effect. It takes time and memory and creating a kind of "mask" manually in Visionaire would be much better. By the way, do the shaders apply to videos too? I have not been able to tell exactly, but it would be great.

    by Simon_ASA, 10 years ago

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    Simon_ASA 10 years ago
  • RE: More questions about shaders

    It is possible to apply a shader effect to a scene object, however most of the effects don't look very good at the minute. The ripple effects work quite well on scene objects though.Check out this [url=http://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/]template[/url] provided by Unreal. It shows the various shader effects applied to scene objects & possibly some to the screen as well (can't remember exactly what it showed off the top of my head).As for the effects in general... no currently you can't modify them. Simon plans on creating parameters for them in a future version of the shader toolkit script so that people will be able to tweak various settings for them. The only current method would involve you having to edit the shader toolkit script itself, which requires an understanding of both Lua script & GLSL (shader language).Hmm in regards to 2: are you talking about specifying a specific area in the scene that applies an effect to anything that enters it? I assume it would be possible, but what I wrote in the paragraph above still applies.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • More questions about shaders

    Hi, I know there has been already a lot of questions about Shaders, but they are great to use and I would like to know more. I hope it wasn't asked already, I didn't find anything about these:1 - is it possible to change the strengh of an effect such as tv3 or tv4? I tried using several scripts, but changing the strengh parameter didn't work. Default is 1, and if I set a lower value it doesn't change anything.2 - I was wondering if it would be possible to use a shader inside a self-made limited area (an object area or anything else)? For example with a water effect, is it possible to delimitate water in a background picture, and apply the shader only in this area? ... without using a picture of the water with transparency (png or webp)Thank you

    by Simon_ASA, 10 years ago

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    Simon_ASA 10 years ago
  • RE: Support The Dark Inside Me on PATREON

    Yea lets blur it with shader kit :D

    by AkcayKaraazmak, 10 years ago

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    AkcayKaraazmak 10 years ago
  • RE: Support The Dark Inside Me on PATREON

    It's time shader toolkit gets access to obj.... :twisted: :P :D

    by turrican, 10 years ago

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    turrican 10 years ago