Search Result

  • RE: Visionaire Studio 4.1 Released!

    The new shader stuff is 'effing amazing.

    by Pyke, 11 years ago

    26
    0
    Pyke 11 years ago
  • RE: Visionaire Studio 4.1 Released!

    Awesome, we've been playing with new shader functions Simon has added. Anyone wanting to use them needs the latest version of the shader toolkit script on the wiki. I will look into adding some working function examples to the wiki later this week.I've written a workflow function for the VObjectRotation & Scale data structure tables too, to simplify the code. Will add that to the wiki the morrow.

    by afrlme, 11 years ago

    26
    0
    afrlme 11 years ago
  • RE: [SOLVED] getCursorPos() and moveObj()

    The page where you found moveObj() workflow function is where you will find all of the available Visionaire Studio functions (well most of them) besides community scripts, shader functions & the workflow functions. It is where I catalog all the functions; albeit I've loads still to add & pages to type up.You want to move the object to a specific coordinate but not the exact coordinate where the mouse is? I think the best approach to this would be to create a table containing all of the tile coordinates without adding any prefixes to the table, so that it automatically creates index values instead & then in left click you just get the coordinate based on index value.[code]local t = {}t[1] = {x = 100, y = 250}t[2] = {x = 200, y = 500}---etc...[/code]to call one of these we would do...[code]moveObj("XY_space_img", t[1].x, t[1].y, 5000, easeQuintOut)[/code].. the table would have to be in the same place as the workflow function else you would have to create a new function to return the required values.Or you could just manually enter the coordinates for each time you call the function.

    by afrlme, 11 years ago

    14
    0
    afrlme 11 years ago
  • 3d Character working work-flow (%99 works

    Hi guys, after öy many tests with different modeling, texturing and exporting I've finally figured out the best way to use 3d characters in Visionaire. Still can't say that it works %100 but %99 its working now. Here are my steps.1-) I 3d modeled the character with T-pose in 3ds max. (Legs, torso, hands, head, shoes modeled seperatly). IMPORTANT, try not to work very hi-res. 2-) Exported the model to ZBrush for sculpting then export as obj.3-) Unwraped the exported model for texturing and did the texturing in Mari. (Textures are 1024x1024, higher resolutions have issues in Visionaire)* Till now its more or less a standard character development procedure.4-) Then I Imported the model into 3ds max again. In 3ds max, I've merged all the parts (Legs, head, torso etc..) into 1 mesh.5-) Then I used biped for rigging the character.6-) After rigging, I skinned the model and animate it. Now model is ready for exporting, which is the other important part![u]Exporting[/u]7-) I used Alin Direct-X exporter (free-version). Download link: http://www.cgdev.net/download.php[u]Export settings;[/u]* In [b]GENERAL TAB [/b]just select (scene root, material, bone, mesh, skin, animation). Leave all others unchecked!* In [b]VERTEXT ELEMENTS TAB[/b] just select (Textcoords). Leave all others unchecked!* In [b]TEXTURES TAB[/b] just select (Textures and overwrite). Leave all others unchecked!* In [b]MULTIPLE UV SETS TAB[/b]. Leave all others unchecked!* In [b]ANIMATIONS TAB[/b]. Write down your animations. Uncheck [b]keyframes[/b]* In [b]TIME LINE TAB[/b]. Uncheck 3ds max and select custom with the parameter 1.* In [b]STANDARD material TAB[/b]. Uncheck all* In [b]DIRECT X SHADER TAB[/b]. Uncheck all* In [b]COORDINATE SYSTEMnTAB[/b]. Uncheck all (If model looks weird then try to check Right-handed)* X-File format should be text.In Visioanaire Studio, you should adjust the settings for the camera height and angle to match the character angle with your scene.p.s 1, This work-flow work most of the times for me but I think there are some bugs related with 3d in Visionaire. And when I use higher-res models with high-res textures then Visionaire starts to suffer and shuts down :)

    by AkcayKaraazmak, 11 years ago

    11
    0
    AkcayKaraazmak 11 years ago
  • RE: Camera / Scene shake effect (like earthquake)

    I need to rewrite large parts of the script, and it will be getting some new features. Problem with shaderPan, it won't show parts that are not the screen because they aren't drawn. Maybe I change that so they are shown and add parallax in the shader... Need to think about it. getSize works for any sprite that is LOADED, so if the sprite isn't shown and not cached, the call will return {x=-1,y=-1}, also you might not wanna call the function every frame, because it's rather heavy.

    by SimonS, 11 years ago

    12
    0
    SimonS 11 years ago
  • RE: Camera / Scene shake effect (like earthquake)

    About the shader camera... like the earthquake feature it currently pans the camera off screen, so that you can see black on the outside. I'm not sure if you want it to do that or not, but I've asked Simon if he can add me a couple entries in the data structure at some point (when he can) which will allow me to prevent the camera from going off the screen by checking the current scroll position against the game resolution & the scene background width & height.quick example of random value using math.random function...[code]math.random(100) -- will generate a random value between 0 & 100math.random(5, 20) -- generate a random value between 5 & 20 etc...[/code]quick example of random earthquake using shaderPan() function...[code]local pos -- variable which will be used to store current scroll positionlocal tx = 0 -- variable which will store previous time value for xlocal ty = 0 -- variable which will store previous time value for ylocal dx = 0 -- variable which will be used to store random delay value for x panlocal dy = 0 -- variable which will be used to store random delay value for y pan local rx, ry -- variables used to store random offset values for x & yfunction loopQuake() pos = game:getPoint(VGameScrollPosition) -- x -- if tx == 0 or getTime() >= tx + dx then rx = math.random(-10, 10) dx = math.random(1000, 3000) shaderPan(pos + rx, -1, dx, easeBounceOut) tx = getTime() end -- y -- if ty == 0 or getTime() >= ty + dy then ry = math.random(-10, 10) dy = math.random(1000, 3000) shaderPan(-1, pos + ry, dy, easeBounceOut) ty = getTime() endendfunction startQuake() registerEventHandler("mainLoop", "loopQuake")endfunction endQuake() unregisterEventHandler("mainLoop", "loopQuake")end[/code]...I've written this off the top of my head & have no clue if it will work or not. You will need to include the latest version of the shader toolkit script as I've just updated the shaderPan function.To start earthquake, just create an execute a script action part containing...[code]startQuake()[/code]...to end earthquake, same again but containing...[code]endQuake()[/code]Quick explanation of the script I've written above: I've made it so that when you execute the startQuake() function it creates a loop (defined in the loopQuake function) which does all the random calculations & random delay values. You start & end the earthquake with the examples I provided above. The main script should be included as a definition script.

    by afrlme, 11 years ago

    12
    0
    afrlme 11 years ago
  • RE: Camera / Scene shake effect (like earthquake)

    Could you please write an example script that can shake an object in a loop with shader camera functions?

    by AkcayKaraazmak, 11 years ago

    12
    0
    AkcayKaraazmak 11 years ago
  • RE: Camera / Scene shake effect (like earthquake)

    There's actually an earthquake feature already which can be found under the miscellaneous action parts. I believe that it will be improved in the future so that you can control the force & speed of x & y independently.You could also use the new shader camera controls to make an earthquake effect also or if you wanted to shake an object then you could use the new move object action part or the lua script equivalent that can be found on the wiki under workflow functions on the script index page.

    by afrlme, 11 years ago

    12
    0
    afrlme 11 years ago
  • RE: How can I put a countdown in a scene?

    hmm I'm using the latest public build of 4.0.1... so if you aren't on 4.0.1 then I recommend upgrading.@ latoxine: what? you can ignore the scripts. They are just different versions of the shader toolkit script. The latest version of the script should be on the wiki.

    by afrlme, 11 years ago

    7
    0
    afrlme 11 years ago
  • RE: How can I put a countdown in a scene?

    https://www.dropbox.com/s/ipa63k1twwdlmn3/test_shader.zip?dl=0Ignore the filename as it's the .ved I've been using to test out the new shader functions, as well as edit & write my own. You will see when you launch the game that it displays a timer using displayed text (background) above the characters head from 1 minute 30 seconds to 0 & then when it reaches 0 it will display a timer finished message.The actions for this are located in the main scene in the at begin of scene actions.

    by afrlme, 11 years ago

    7
    0
    afrlme 11 years ago