Search Result

  • RE: Zoom-In für Optionen - Hintergrund

    ah.. you need to update Visionaire Studio. You are using an outdated version. The current version is 4.1 build 1177. I believe SimonS updated some of the internal shader related code in the engine, as well as the shader toolkit for VS 4.1.Please update & then see if that fixes it.

    by afrlme, 10 years ago

    16
    0
    afrlme 10 years ago
  • RE: Zoom-In für Optionen - Hintergrund

    1. add the shader toolkit script to the script section of the editor.2. to zoom in: create an execute a script action part & add something like this...[code]shaderViewport(1.2, 300, 200, math.rad(45), 3000, easeLinearInOut) -- zoom 1.2x to 300x200 over 3 seconds with 45º rotation value.[/code]3. to reset: create an execute a script action part & add this to it...[code]shaderViewport(1, 0, 0, 0, 3000, easeQuintOut)[/code]here is the syntax for the function...[code]shaderViewport(zoom, x, y, rotation, delay, easing)[/code]P.S: the rotation value is in radians, which I find a little confusing. It's based on Pi, but you can use degrees by using the math.rad() function to convert degrees to radians as you can see in the examples I posted above.

    by afrlme, 10 years ago

    16
    0
    afrlme 10 years ago
  • RE: Applying a shader effect on character?

    I don't believe it is possible to apply a shader effect to characters, [b]yet[/b]. However it is possible to apply [i]some[/i] of the shader effects to scene objects. Most of them currently don't apply very well though, but the ripple effects work pretty well on objects.I'm sure that Simon will rework & improve the shader toolkit, at some point in the future. The devs are just a bit busy with other stuff at the minute.

    by afrlme, 11 years ago

    1
    0
    afrlme 11 years ago
  • Applying a shader effect on character?

    Hi, was anyone able to apply a shader effect from the Shader Toolkit to a character (and not the whole scene)?I have been trying for a while but unfortunately no luck.Cheers! :)

    by fulviov, 11 years ago

    1
    0
    fulviov 11 years ago
  • RE: setWindowBrightness works on mac but not on Windows?

    Yes it should work for both windows & mac.* hmm strange. It's sets it briefly for a second then reverts back to 100% brightness.You could use the shader instead? Include the shader toolkit & then use the shaderContrast &/or shaderLightness functions. The shader toolkit has to be included for them to work though.P.S: I've made a note of it on the dev tracker for the devs to look into.

    by afrlme, 11 years ago

    6
    0
    afrlme 11 years ago
  • RE: Background music, Shader zoom

    1. Only the Lua script version of starting & controlling sounds has the option to store & set the current playtime. There's also a pause toggle & stop function for Lua started sounds.2. hmm not sure. If you include the shaderExclude option somewhere then you can have the shader ignore: text, cursors & interfaces etc.[code]game.ShaderExclude = eShaderExcludeInterfaces -- excludes text, cursors & interfaces, or...game.ShaderExclude = eShaderExcludeTextsAndCursor -- excludes text & cursors, or...game.ShaderExclude = eShaderExcludeCursor -- excludes cursors.[/code]...I can't really say anything much about the text, but it might be worth considering forcing the position of it with the setTextPosition hook function.

    by afrlme, 11 years ago

    4
    0
    afrlme 11 years ago
  • Background music, Shader zoom

    Hi,i have two questions.1. I have a scene and there is music in the background playing, the problem is that everytime i leave the scene and come back the song starts play always from the beggining and it doesn't sounds naturaly, can i set somehow to the song to start from random part or from the part when i was leaving the scene?2. I like to use the shader zoom effect ( or ShaderViewport ) in my minigames at the beggining of scene, cca 1.2 zoom,but it affect all features and when my character is talking, the text isn't visible, is there some better solution than setting different text position in that part?Thanks!

    by ke4, 11 years ago

    4
    0
    ke4 11 years ago
  • RE: Zoom character away maintaining pixel size?

    I'm a bit too busy at the minute to pay any attention to the documentation. I'm currently helping out with the development of a game & I've also spent the past week moving to a new apartment - we've not even fully finished moving yet.Brightness doesn't work? It might be something to do with the openGL shader that has been added. I'm not 100% sure if that parameter even existed - David might have added it as an example.Quick note: take the config.ini scripts I have provided on the script index page, not all of the parameters I've written are automatically recognized by the engine; most of them require you to manually access them via Lua script & then determine what should happen from each line that is read.

    by afrlme, 11 years ago

    23
    0
    afrlme 11 years ago
  • RE: Random Music with Visionaire?

    Hmm the Visionaire Studio is built with C++, however it contains a object model which is stored inside of what we call the data structure. Most things can be accessed / manipulated via Lua script.I believe C is also allowed - well at least it is in regards to creating openGL shader effects.Now... Visionaire Studio was never intended to be fully scriptable, hence not everything can be scripted, accessed or manipulated via Lua script. There are no classes, like c# / java style code of unity or certain other engines, there are the data structure tables & fields & there are exclusive functions that have been implemented by the VS studio team & then there are scripts & workflow functions that I & other people have written.Currently the Lua sound functions are separate from the in-editor sounds. It is entirely possible to create, control & manipulate all of your audio via Lua script though, using the Lua functions created for the openAL sound engine that was implemented for cross-platform purposes into Visionaire Studio 4.x.Please see the scripting section of the [url=http://wiki.visionaire-tracker.net/wiki/]wiki[/url], in particular, these pages:[list=a][*][url=http://wiki.visionaire-tracker.net/wiki/Scripting]scripting[/url]: introduction to scripting in Visionaire Studio.[*][url=http://wiki.visionaire-tracker.net/wiki/Player_Commands]player functions[/url]: exclusive Lua functions for accessing / manipulating certain features of Visionaire Studio.[*][url=http://wiki.visionaire-tracker.net/wiki/Data_Structure]data structure[/url]: a list of data structure fields & tables, with explanations of what they are for.[*][url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio]script index[/url]: a compiled list of scripts, functions, visionaire functions & workflow functions, etc. written by myself & other members.[/list]P.S: all of the Lua audio functions can be found in the player functions page. I believe nearly all of the function pages contain working examples.P.P.S: in regards to the script snippets I provided in my last message: you could add them into an execute a script action part, or maybe include them into a function inside of a definition script or maybe into a executed (non-definition) script - non-definition scripts will only be executed when you call them with the call script action part. Definition scripts will be executed on game launch & are useful for defining functions & variables at game launch, which can then be accessed & manipulated from anywhere in the project via execute a script action parts providing the variables, tables & functions are not defined as [i]local[/i].

    by afrlme, 11 years ago

    15
    0
    afrlme 11 years ago
  • RE: Improvements for VS 5 or 6 or even later - just ideas

    I guess [i]you[/i] would be the person to code that Simon!I think the only way that would be possible, is if you actually implemented the shader toolkit into the engine source code, no? Currently it's available as a addon, which can be customized, edited & improved upon by anyone who wants to use it.

    by afrlme, 11 years ago

    101
    0
    afrlme 11 years ago