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Lyrical
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« Reply #20 on: May 19, 2008, 08:36:59 AM » |
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Raul i will look out for you email
Serial: Yes this has been spotted, The lookat point stays the same when you couch this can be a little disorientating and will be fixed in the next release.
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #21 on: May 19, 2008, 09:31:35 AM » |
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I know this thread is old but I just noticed some odd behavior.
When you crouch your camera stays focused on the same point.
It's distracting at this time because the crouch movement isn't interpolated. However, having the camera target fixed is normal. Look at a spot on the wall and crouch down. The target doesn't move naturally from the spot unless you move your eyes purposely. Lyrical will sort it out for the best look and feel, though. 
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Raul
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« Reply #22 on: May 19, 2008, 10:38:57 AM » |
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@Lyrical: did you receive my email ??
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DarkFact
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Posts: 183
3dsMax Artist
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« Reply #23 on: May 19, 2008, 12:04:17 PM » |
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Here are some screens of our current build in action: This level geometry was actually built to test our Occlusion Culling so it's around 150,000 triangles with seven 1024^2 lightmaps. Without culling I'm still getting an average of 45FPS on my PC.  Excellent work on the PCC and the weapons, Lyrical!!   
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Lyrical
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« Reply #24 on: May 19, 2008, 08:12:01 PM » |
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Raul - I have now replied to you email thanks
Dave - Nice screenshots
ALL - Just to clarify what the screen shots represent,
The PCC or Physics Character Controller is the first person camera movements not the graphics of the weapon or the bullets in the bottom left, the pcc enables you to move about your scene with ease The screen shots here actually show the Physics Character Controller used for the movements and collision detection, A Weapon annimation attached using the PCC position and orientation and the bullets a standard texture.
With the ionGFX_PCC.dll a simple weapon annimation and the up an comming ionGFX_Weapons.dll you can have a fully working FPS style scene running in minutes.
more on the ionGFX_Weapons later in a different thread.
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« Last Edit: May 19, 2008, 08:57:00 PM by Lyrical »
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Mithrandir
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Posts: 35
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« Reply #25 on: May 19, 2008, 09:47:32 PM » |
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Nice work. Funny thing is that I was also implementing the player controller some time ago and mine showed exactly the same odd behaviour as yours. I eventually eliminated this shaking and stucking in walls but I created new problems. I personally wouldn't have the heart to ask people to pay for character controller unless it works at least like HL2, but that's probably the reason why I won't get rich (as you will...) 
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Omnicrash
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Posts: 55
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« Reply #26 on: May 21, 2008, 02:23:38 AM » |
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Would like to check out the demo, but it crashes instantly here  . Maybe because I'm using a x64 OS? If that's the case, could you recompile to a x86 target?
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Lyrical
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« Reply #27 on: May 21, 2008, 12:25:22 PM » |
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Hi,
The controller is possible on your own if your willing to put the time and effort into it. the problems of the controller bouncing can actually be reduced but not completly eliminated. this is mainly down to Newton. but i'm always looking for better ways to do this.
@Omnicrash, Hi I will see if it is possible for us to compile the code as x64 os, i've not triied doing this so i would have to let you know. I don't have an X64 PC to test either. If i can compile then i will send you the demo.
Please remember that the controller is there to make your life easier as an up an comming game developer, its not designed to be the latest and greatest controller like HL2 with there massive budget, however it is pretty close and perfect to get your project up and running quick and easy with minimal coding.
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Omnicrash
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Posts: 55
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« Reply #28 on: May 21, 2008, 01:21:56 PM » |
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No don't compile to x64, TV3D is x86, which is why it won't work with .NET stuff unless you set it to x86. (Assuming the demo is in .NET)
Go to Build > Configuration Manager, add a new platform (namely x86) and make sure its the active one. That way it should work on both x86 & x64 systems.
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Omnicrash
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Posts: 55
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« Reply #30 on: May 21, 2008, 11:16:50 PM » |
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Thanks, replaced the exe and it worked instantly. A lot of ppl seem to forget about us x64 users  . Nice job btw! Seems to work really smooth!
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Lyrical
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« Reply #31 on: May 22, 2008, 10:22:56 AM » |
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Hi, I'm gald it worked for you,
I will remember this when i compile in the future.
If you have any further questions please let me know
Cheers Omnicrash
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lovetv3d
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Posts: 100
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« Reply #32 on: May 22, 2008, 07:56:35 PM » |
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How to use Multiple lightmaps texture?? DarkFact seven 1024^2 lightmaps UVW How calculated
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Sorry for poor English
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newborn
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« Reply #33 on: May 22, 2008, 08:50:28 PM » |
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How to use Multiple lightmaps texture??
UVW How calculated
They are baking the shadowmaps/lightmaps into 3dmax
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #34 on: May 22, 2008, 09:05:42 PM » |
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Here's how to do it properly:
1) create the level 2) attach all items together to form 1 mesh 3) add the lights. I use 1 skylight and 1 direct light for outdoor maps 4) Use light-tracer at default settings Set "Extra Ambient" color to less than Black to lighten shadows and add light fill to over-dark areas (thanks Satanka_Patka!) 5) Select the mesh 6) Click "0" zero 7) Set the Output Path 8] Select "Use Automatic Unwrap" and Channel 2 9) Under Output, Click "add" and select LightingMap 10 Set "Target Map Slot" to Specular Level 11) Set lightmap size 12) Select Output Into Source 13) Click Render
When it's finished, export as TVM and select Export Lightmaps. Then load in TV3D.
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lovetv3d
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Posts: 100
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« Reply #35 on: May 23, 2008, 01:32:55 AM » |
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Here's how to do it properly:
1) create the level 2) attach all items together to form 1 mesh 3) add the lights. I use 1 skylight and 1 direct light for outdoor maps 4) Use light-tracer at default settings Set "Extra Ambient" color to less than Black to lighten shadows and add light fill to over-dark areas (thanks Satanka_Patka!) 5) Select the mesh 6) Click "0" zero 7) Set the Output Path 8] Select "Use Automatic Unwrap" and Channel 2 9) Under Output, Click "add" and select LightingMap 10 Set "Target Map Slot" to Specular Level 11) Set lightmap size 12) Select Output Into Source 13) Click Render
When it's finished, export as TVM and select Export Lightmaps. Then load in TV3D. Thank you very much Also encountered new problems:Add a lightmapping SetTextureFilter TV_FILTER_FLATCUBIC  TV_FILTER_BILINEAR No problem I tried to amend here -> SetMipmappingPrecision -0.5 or -2  UVW is Transparent background 
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Sorry for poor English
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lovetv3d
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« Reply #36 on: May 23, 2008, 01:37:40 AM » |
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Sorry for poor English
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lovetv3d
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Posts: 100
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« Reply #37 on: May 23, 2008, 01:49:08 AM » |
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I played your game "DarkFaction" I am very surprised
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« Last Edit: May 23, 2008, 01:51:58 AM by lovetv3d »
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Sorry for poor English
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Amon
Customers
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Posts: 38
Who is General Failure and why is he reading my HD
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« Reply #38 on: May 23, 2008, 12:35:23 PM » |
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I get the following error message when I try the iconGFX excecutable.  This is the details log: ************** Exception Text ************** System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at CTVEngine.Init3DWindowed(CTVEngine* , HWND__* , Boolean ) at MTV3D65.TVEngine.Init3DWindowed(IntPtr hWnd, Boolean bEnableTL) at ᙂ.ᝡ(Object ᙂ, EventArgs ᙄ) at System.EventHandler.Invoke(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- IonGFX_PCC_Demo Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Panicos/Desktop/ionGFX_PCC_Demo/ionGFX%20PCC%20Demo/IonGFX_PCC_Demo.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: 8.0.0.0 Win32 Version: 8.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Runtime.Remoting Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll ---------------------------------------- MTV3D65 Assembly Version: 6.5.2823.21213 Win32 Version: CodeBase: file:///C:/Users/Panicos/Desktop/ionGFX_PCC_Demo/ionGFX%20PCC%20Demo/MTV3D65.DLL ---------------------------------------- System.Xml Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll ----------------------------------------
************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.
For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>
When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
If this can be fixed I'd like to purchase but not untill I have tested the demo and know it works. Would it be possible to use this dll with blitzMax?
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Lenn
Customers
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Posts: 454
Ivan Miskelic
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« Reply #39 on: May 23, 2008, 01:00:22 PM » |
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I like it. Nice job! Critique: it always gets edgy and shaky when sliding against a wall. It keeps bouncing back in small amounts so it looks like the screen is shaking. Sliding against the walls should probably be smooth.
cheers John
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