Search Result

  • RE: How to Realize: Cutscene: Newsletter which is turning and zoom in

    I would probably make an animation in my graphics software and play that.There is also the shader tool kit that allows you to control a camera, so you could zoom in and rotate the camera. (but I have never tried to rotate the camera more than 360° at once, so I'm not sure it is possible)http://www.visionaire-studio.com/luadocs/#shadertoolkitOr you could use the :to() function to scale and rotate the object.Like so:  Objects["Newspaper"] :to(3000, {Scale = 3, Rotation = 62.9}, easeQuadOut)the number 3000 is the time for the transformation in milliseconds,Scale and Rotation are the attributes of the object that are to be changed. Scale = 1 would be the original scale, 2 = double ... Rotation = 0 would be no rotation. One full 360° turn is about 6.29. So 62.9 is turning 10 times. The number is not quite accurate, I got there by experimenting. I know there is a way to set the rotation to degrees, but I don't know how or how to do the mathematical conversion to a float correctly. I hope someone else here will jump in and give the correct number or the Lua command to use degrees.easeQuadOut is defining the curve how the easing shall happen (in this case quick start, getting slower at the end) https://easings.net/Edit: found it -> Rotation = math.rad(360)  is a full 360° rotationObjects["Newspaper"] :to(3000, {Scale = 3, Rotation = math.rad(3600)}, easeQuadOut)Would rotate the object 10 times and scale up 3 times in 3 secondsone more edit: Thinking about it, scaling up a small image will make your newspaper unreadalbe - so it would be better to first scale down your scene filling object at the beginning of the scene. For example to a tenth of the original size.Action called at the beginning of the scene:Execute script -> Objects["Newspaper"] :to(0, {Scale = 0.1})Pause 500 ms  -- to make sure the first scaling is done before the next transformation, can be shorterExecute script -> Objects["Newspaper"] :to(3000, {Scale = 1, Rotation = math.rad(3600)}, easeQuadOut)

    by esmeralda, 3 years ago

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    esmeralda 3 years ago
  • RE: DX Error

    Thank you!!! That was the problem. I had a shader in there that I no longer needed.

    by Hoschi.380, 3 years ago

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    Hoschi.380 3 years ago
  • Auf Cursor-Position zoomen / Zoom to cursor position

    Ist es möglich mit dem Shader-Zoom auf den Mauscursor zu zoomen? Über Lua ist es möglich auf eine Person zu zoomen, aber nicht auf den Cursor. Liege ich damit falsch?Is it possible to zoom to the mouse cursor with the shader zoom? Via Lua it is possible to zoom on a person, but not on the cursor.

    by thomas-frings, 3 years ago

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    thomas-frings 3 years ago
  • SHADER, excluding scene objects

    Hi! Can you please tell me if it is possible to exclude the influence of the shader on individual objects in the scene? Didn't find an answer on the forum.I mean exactly the objects of the scene, not the interface, etc. Specifically, I want to exclude the influence of light. Thanks.

    by red363, 3 years ago

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    red363 3 years ago
  • RE: Flashlight again [SOLVED]

    Hi, please ensure you got the latest shader script from here:https://www.visionaire-studio.com/luadocs/index.html#shadertoolkitAlso the point is renamed to shaderPoint because of name collisions, so it's:shaderActivateLighting(2)shaderLamp(0, 0, {900,500,1}, {0,900,10}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)shaderLamp(1, 1, {1000,50,1}, {0,0,1}, {0.01,0.0,0.00001}, {0,0,0}, {1,1,1}, 1)bind("light1", "lights[0].position", shaderPoint(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), 1))bind("light1", "lights[0].targetpos", shaderPoint(inverty(cursor), 10))bind("light1", "lights[1].position", shaderPoint(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), factor(dist(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200})), cursor), 10)))

    by SimonS, 3 years ago

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    SimonS 3 years ago
  • 5.1.6 Update released

    Fixes in 1217 - html5 error in browser - 1.vis missing in ios build - earthquake not working - texts blink at 0,0 for a frame - non-sliding walk not working Changes in 1216: - option to relocate folders in context menu - button to play animations and particles separate - option to have text affected by rotate and scale - interface components: text, transform, shader - start action and wait - objects affected by lightmap object.LightmapAffected = true - separate forces in earthquake via Lua: game.Quake = true game.QuakeForceX = 0 game.QuakeForceY = 5 game.QuakeSpeed = 5 - set circle center and things like blur radius game.FadeCenter = {x=0,y=0} game.FadeInCenter = {x=0,y=0} game.FadeRadius = 5 Fixes: - operator is sometimes set to blank - spinner can't mark and edit - spinner scroll too wide - transform not previewing right - comments missing - Text: wait until "falsch" - ios memory issues - mac crashes after some time - mac cursor jumps - linux fullscreen - files filter is set as *.apksigner.bat - getProperty("system_language") returns nil on Android - audio dialog double click renames instead of selecting - combobox for audio value is now longer - clear outfit selection on selecting character - renaming waysystem possible and scene takes name - transition areas not working - search offsets wrong after scroll = dpi 1.25 treeview fail - movie components not pausing with pause - hidden interfaces are still shown as interaction area in the console - 125% dpi corrupts tree indentation - file dialog names missing - scroll errors, scrolls right and back if scroll position was not reachable

    by SimonS, 4 years ago

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    SimonS 4 years ago
  • RE: How to create 2d fog in Visionaire?

    You can sort of do stuff with the particle system by assigning images as textures for the particle system to use, however depending on the art style it might not look very good when it gets scaled up/down.Possibly better to just create an image & scroll it across the screen or maybe use a shader, no?

    by afrlme, 4 years ago

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    afrlme 4 years ago
  • RE: Smooth camera follow

    yes, I know this trick but I don't like the hard stops very much. I was hoping to use the easy ease functions with the shader tollkit. But I think I have to use your code because I can't get the dialogue position stable. Without my script the text sits at the right height but at the left edge of the screen. And my code does not take into account the different scaling of the character in a scene.What is the function behind "Show as backgrund text" in the actions tab? When I check this, the text sits at the right position (above the character). So Visionaire seems to know the right position. But as soon as I deactivate the background text option, the text is again in the wrong position.

    by tabbes, 4 years ago

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    tabbes 4 years ago
  • RE: Smooth camera follow

    Has anyone been able to fix the problem? I have the same problem with the viewport overflow. My workaround was: game:setValue(VGameScrollSpeed, 0) -- fixes the overflowshaderFollowCharacter("", 1, 1000, easeQuintOut) -- enables smooth camera with Shader Toolkit but then the dialogue text is no longer in the right position. Therefore: function adaptedTextPosition(text)  local owner = text:getLink(VTextOwner)  if owner:getId().tableId == eCharacters and owner:getName() == 'Typ' then    local pos = owner:getPoint(VCharacterPosition)    pos.y = pos.y - owner:getFloat(VCharacterSize)*3.3    text:setValue(VTextPosition, pos)    return true  end  return falseendregisterHookFunction("setTextPosition", "adaptedTextPosition") But it's definitely not clean. Any other ideas?(When I activate background text, the text sits in the correct position.)

    by tabbes, 4 years ago

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    tabbes 4 years ago
  • 5.1.3 1210 Update released + Bugfix update 1211

     Changelog:Fixes:- scene particles system is under object- jpeg changed by export - crash while search - item animations hidden in cursor - error about missing fonts in player console- text is kept on screen, except set by lua Changes:- option to disable action parts via context menu- the image loading now dynamically resizes the buffers to the images Ilios fixes:- generators not working - ilios update, render not called- ilios works on android - action start/stop without function - attach object, button, character  - missing shader uniforms - better coroutine - new class with args Bugfix update fixes:- android build failed - turning in place for objects cancel action - interface behaviour not working - plugins reloading messes up texts - onevent ptr holds the object now

    by SimonS, 5 years ago

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    SimonS 5 years ago