Search Result

  • RE: Why is there such a lack of documentation?

    Cheers for explaining that Simon. :)I did mean to mention that everyone on the team either have full time jobs elsewhere or are engaged with other things, like university in Simon's case, or the CMS/website company that Thomas (Marvel) runs, etc...I'm currently helping develop a game & I have stuff I have to do at home too, so my time is more focused on those things, instead of the engine documentation.Simon did make a good point about the writing of the documentation too... It is very time consuming, especially having to think how to phrase things in a way to make it easy enough for everyone to understand & then going over & over the content again to make sure grammar/spelling is correct & that it sounds ok. Also the diagrams & screenshots also take a little while to do; especially if they contain annotation over the top of them explaining various things. To create a screenshot I need to open the editor, print screen, open photoshop & then paste the image into photoshop, crop, edit & export, then upload which probably takes 5+ minutes per image.The most recent page I wrote which was one about recommended image formats for Visionaire Studio & along with a mini-guide to encoding/conversion/exporting your images to .webP format (with screenshots) took me over 20 minutes to write & that was only a small page.The few tutorials I have provided in the wiki, took me hours to create & write as I provided the .ved & resource files as well as a step by step tutorial for what I did.The few shader function examples that are currently on the wiki in the script index also have .ved & resource files that I created & provided as examples, all of which probably took me anything from 20 minutes to over an hour to create. There was actually more examples before but an error occurred a few months back & we lost quite a few of the wiki pages. The dev that handles the apple stuff (as Simon mentioned earlier) also helps me with wiki programming & has since added an automatic backup system to the server so we don't lose anything again. :)As I mentioned before: I mostly focus on the Lua side of the Visionaire Studio. I also recently spent a lot of spare time sorting out the new wiki themes. David changed us over from the basic theme to the bootstrap framework, which I then wrote the code for the theme changer & the style sheet code, which took me about a week or so.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Structure of the TSA: Chain of Satinav dialog system?

    Yes you would have to build your own dialog system, if you wanted to do something like what Daedalic created for Chains of Satinav, or even if you wanted to create an icon based system like in the Broken Sword games.Unfortunately the VS dialog system isn't very flexible. I don't think you can really improve it all that much with Lua script either...P.S: I think you could create a custom dialog system without Lua script, by using an interface & various conditions, values & if queries & images or display object text action parts.P.P.S: I only skimmed the text you had written. The lip syncing of the characters was done with lua script & tables containing the frame index values of each text which represented the phonetic mouth/face expression. If you combined narration text & controlled the character animation using pause values between when each animation needed to be played/changed then you would be able to control it more dynamically. Display text action part will automatically trigger the talk animation of a character which is not very dynamic/controllable.For the close-ups themselves you would have to zoom in using the shader or switch to a new scene containing the close-up animations/images.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: flashlight

    VS has no support for masks or overlays. The only way to do that would be with the shader.The idea behind the image method would be to create a black/semi-transparent black image with a circle cut into it & you set the image as the current mouse cursor. Problem with that is that the image size can be quite large which could make your game lag considerably.I'm sure Simon would give you a simple example of how to create a spotlight fixed to mouse cursor if you asked him. It could even be pretty much plug & play.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: flashlight

    Well you can sort of do a flashlight without shaders, by using semi-transparent images, but it's not very efficient.I believe with the GUI Simon is working on that it might be possible for him to implement various action part/module preset versions with parameters for some of the shader stuff. But only time will tell about that.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: License for Visionaire 3 & 4?

    Hmm no. Visionaire 3.x license key was only valid for all versions of Visionaire Studio 3.0 until the final public release of 3.x (3.7.1) before 4.0 beta was released. The 4.0 license will cover all future builds from 4.0 beta until 5.0 is released & then you will need a new license to upgrade to 5.0. So yes, you need to purchase a 4.x license to upgrade to 4.x builds. There's lots of new features for 4.x such as windows/mac editors, multi-platform export support (win, mac, linux, ios, android) & various new action parts, open gl shader support, new lua functions, new sound engine, various optimization edits & bug fixes, 3D character support (early days) & whatever else has been added/changed. I forget. :P

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: flashlight

    Look here, there are some examples: [url=http://www.visionaire-studio.net/forum/thread/shader-toolkit-discussions-examples-and-other-cool-stuff!/2/]http://www.visionaire-studio.net/forum/thread/shader-toolkit-discussions-examples-and-other-cool-stuff!/2/[/url]

    by SimonS, 11 years ago

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    SimonS 11 years ago
  • RE: Blur effect

    Tried a little, would work with a modified glow. I try to update the shader script soon for more flexibility. Problem is it will never look as good as in your image above.

    by SimonS, 11 years ago

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    SimonS 11 years ago
  • RE: Blur effect

    why not just create a semi-transparent white effect & maybe overlay an old movie style effect or maybe desaturate the entire scene?First 2 are possible without using the shader. Controlling saturation with the shader however is pretty simple.[code]shaderSaturation(0, 3000) -- desaturate in 3sshaderSaturation(1, 3000) -- reset saturation over 3s[/code]...it uses decimal values, so 0 = black & white & 1 = default, 0.5 would be half saturated etc. The shader toolkit script is needed for this to work.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Blur effect

    No but SimonS does. He told me that it is essentially C. To me most of the GL code he's written in the shader toolkit script looks like pure gibberish to me!

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Animation is lagging

    If you could provide me with a demo .ved & resource files needed to run it, then that would be most helpful, cheers. ;)English is fine, don't worry about it. It's actually more annoying to constantly read: "please forgive/sorry for my English" from all non-native English speakers. Compared to how most native English speakers talk/write these days I prefer to read/listen to non-native speakers! :PAs long as the lighting is essentially just an overlay type of image & doesn't actually change any of the lighting/shadows in the main scene/background then you can do that with a single image file & use the set opacity action part or lua script to control the transparency of it.Check out this dynamic lighting tutorial I wrote in the wiki @ [url=http://wiki.visionaire-tracker.net/wiki/Dynamic_Lighting_(h2)]here[/url]. There's a .ved file linked at the bottom of the page too.It's also possible to control lighting with lua & the openGL shader. I've shown an example of using shader to generate/control lighting in this [url=http://wiki.visionaire-tracker.net/wiki/Hotspots_(h2)]hotspot tutorial[/url] - I've applied an openGL shader spotlight around the camera & using a loop the light strength etc is dynamically updated & if you click on the candle then the light will go out & then flicker back on.

    by afrlme, 11 years ago

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    afrlme 11 years ago