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  • RE: Smooth camera follow

    I had a quick look at the shader toolkit and shaderFollowCharacter() seems indeed the way to go, but yeah, there is the viewport overflow problem with the backgrounds. I'll see if I can manage to modify the function to not go over the limit and behave like the standard camera :)

    by fulviov, 11 years ago

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    fulviov 11 years ago
  • RE: car cutscene

    if this wouldn't work,you could alternatively let the car on the same place and move only with the background and foreground graphics.Or i saw followCharacter option for Shader toolikt, but don't know how it works

    by ke4, 11 years ago

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    ke4 11 years ago
  • RE: Abnormal program termination

    Okay, I see you already figured it out. We'll handle the particle system later, the shader toolkit should work, tested that very intensive. If you got dumps, please send them to me ;)Also if it's a submission for the competition and your program crashes, we will fix it and you won't get negative points by that ;)

    by SimonS, 11 years ago

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    SimonS 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    Hmm it just happened again:02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: ShaderSetOptions: An option has not the format string=integer02:58:29: Error: Abnormal program termination. Saved dump file to 'C:\Users\Andrew\AppData\Local/Andi Liddell/FantasyQuest/vsplayer.dmp'02:58:29: Error: Executable: Visionaire 4.1 (Build date: Sep 29 2014, Build 1177)As the character walked back into the room that had used the blur shader earlier, It wasnt in use at the time but the player just closed down.I've now removed any reference to the shaderToolkit, to see if that Helps...Which is a shame as I wanted to use it in the demo game submission. Ive recently added a particle effect to a room , could that be it maybe?

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    Nice that to function is much neater, when did that spring up? :)I think I've found the bug, its actually a different scene which uses the blur shader, and I think I had a value of 0.8 as the blur.Weirdly the scene with the blur works fine and a totally unrelated scene without any shader effects was crashing..It hasnt happened for the last 30 minutes, so fingers crossed that was it.Thanks for the fast (and late) responseJust to check ..Demo game submissions need to be by midnight tomorrow (UK time) don't they? :)

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    Don't need the shader script for it at all... the to() function is also faster & much simpler than the startObjectTween function.Problem could be that you are trying to force the scroll position when it's fixed to the character.[url=https://www.dropbox.com/s/5o34r9fi3l9i9er/scroll_pos_example.zip?dl=0]Here's[/url] a quick working example.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Worrying last minute bug, shaderSetOptions

    actually Im not using shaders for that move anymore, I used to have a shader zoom in there but I removed it.any ideas?

    by andiliddell, 11 years ago

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    andiliddell 11 years ago
  • RE: Savegame screenshots are partially transparent

    You sure? The save game thumbnails should be fully opaque. There is a slight bug with them in the current public build though where they don't contain the scene background / objects in them if you included the shader toolkit script & used the shaderExclude function to prevent the shader from affecting the interfaces / cursor & text, but that has been fixed for the next public build.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Mask all scenes with an image

    On the wiki?You need to include (once) the shader toolkit script found on this page [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]here[/url] into a script in the script section of your project. Unfortunately there's no addon for a copypaste button for the code block & it's quite large, but there is a .lua file available in the resources table at the bottom which can be opened up in any text editor, which will allow you to do select all & copy.After you've added that, you can use the various shader functions & shader effects that are currently available to apply various effects to the screen &/or scene objects. See [url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_Functions]here[/url].The noise function can be found [url=http://wiki.visionaire-tracker.net/wiki/ShaderNoise_(CMS)]here[/url].Quick note: general screen effects will by default also affect the text & mouse cursors too. If you don't want it to affect them then just create an execute a script in game launch actions containing...[code]-- this will exclude interfaces, display text & mouse cursors from being affected by the shader.game.ShaderExclude = eShaderExcludeInterfaces[/code][i]or...[/i][code]-- this will exclude display text & mouse cursors from being affected by the shader.game.ShaderExclude = eShaderExcludeTextsAndCursor[/code]P.P.S: there is a bug in the current build with ShaderExclude. It generates black thumbnails for the save system in which only the cursor can be seen. This has been fixed for the next public build.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Mask all scenes with an image

    The forum search about "openGL" gives no matches...Where I can find informations about "the new openGL shader stuff"?

    by Lebostein, 11 years ago

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    Lebostein 11 years ago