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pizzayoyo
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« Reply #40 on: July 22, 2007, 02:23:29 PM » |
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good news...
i send the code when i am finished.. i also plan to make a german webpage about tv and c#.
just beginner tuts. i am a tv beginner.. i can program in c# but i have no 3d experiences....
....on your page stand 1.02 The website can't be updated right now due to my web guy reinstalling windows. The download is 1.03, however. And thanks for sharing! Edit: I just manually changed the version number to 1.03.
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Lyrical
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« Reply #41 on: July 22, 2007, 03:20:24 PM » |
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I got my code thank you i have sent the system info to you also
Awaiting Activation code
Chears Can't Wait to try it for real.
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Lyrical
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« Reply #42 on: July 22, 2007, 05:54:57 PM » |
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Yeah got the Activation code Fantastic response to the emails. Great job. Another happy customer.... 
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MoonWolf
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« Reply #43 on: July 23, 2007, 03:09:39 AM » |
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Got my licence aswell and the new version seems to be working fine  I got a little sugestion. maybe it could be good to have some customization to the camera? I would like the function that if you look at a direction and i press forward button the camera goes in that direction. That means if i look a bit down i will go down aswell  however its not important but would be a nice feature and i think it would be easier to navigate. Regards, MoonWolf edit--- Oh forgot to mention. Tooltips on the toolbar buttons would make the life easier aswell  Regards, MoonWolf
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Lyrical
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« Reply #44 on: July 23, 2007, 03:24:30 AM » |
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I have to agree with MoonWolf about the tool tips that would be really handy for new starters. The camera is a nicity but good idea. I have managed to create a basic landscape with multiple terrains, raised and lowered the terrain slightly over the edges. I exported to a map and placed in my demo code ALL IS PERFECT I then put my demo objects into the scene and setup the physics for the terrain and again ALL IS PERFECT My vehicle runs accross all terrains seemlessly and interacts Perfectly I have even managed to create a boat to float on the water from the exported map file. Best Purchase Yet if anyone is in any doubt. 
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sigi
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« Reply #45 on: July 23, 2007, 05:05:38 AM » |
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I fully agree with the wishes from MoonWolf and zooming in/out with the mousewheel would be good too.
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pizzayoyo
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« Reply #46 on: July 23, 2007, 09:53:22 AM » |
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An additional camera control scheme like the one you guys are talking about would be a great idea. I'll look into it.
About the Tool-Tips, I've explained many times that because of some tool-tip problems that some computers (including mine) have with DX apps, I can't put them on the icons. However, if you hold Q and click an icon, a description appears.
Thanks for the comments.
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MoonWolf
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« Reply #47 on: July 23, 2007, 02:18:00 PM » |
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Great to see the responce from you  and here i go with more sugestions  when rightclicking on the screen(to move camera) please let the screen(viewport) get focus or some object that has no effect. if not when using arrowkeys or WSQE to navigate(like i do) it might accidently change property values(on the bar to the right) and that can give many strange error messages and even crashes. Regards, MoonWolf
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pizzayoyo
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« Reply #48 on: July 23, 2007, 02:25:50 PM » |
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It does that already, MoonWolf. But if changing a value results in a crash, I'd be nice if you could send me an error report in a pm. Thanks!
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MoonWolf
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« Reply #49 on: July 23, 2007, 03:30:53 PM » |
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now when i checked again it realy did get focus. but when i was sitting last time i clicked and clicked and it never got focus.. i wounder what made that  anyway if it happens again i will check more in detail what might have happend.
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pizzayoyo
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« Reply #50 on: July 28, 2007, 06:20:26 PM » |
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I've been doing some work on cinematics lately, and I have finished the camera path system. The different path types of TV are supported. You can determine where the camera will be looking by using a seperate path for the lookat vectors, or by having it look a specified amount(the delta) foreward on the current path. http://www.v16entertainment.com/PXME/Screenshots/Cinematics.jpgAs for cinematics as a whole, you can hook a path to be the opening cinematic in the map values section. There is also an option there to choose whether the map will start with a movie or gameplay, and an option to set the player start position if it's gameplay. I'm working on the scripting system now. A script can be started when the camera reaches a node, or a trigger is activated. However, it will be a limited scripting system, just allowing you to do basic cinematic controls like move objects on paths, start and change animations on actors, ect... One cool feature is that it allows you to change the scripting state value. You can run different code based on this value in your code with a loaded map.
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XXL
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« Reply #51 on: July 29, 2007, 12:54:37 AM » |
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sounds good..
which language will be the scripting language?
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pizzayoyo
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« Reply #52 on: August 01, 2007, 10:34:07 AM » |
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It's a simple custom one, actually. Uh, PXScript I guess  Each path can have one script. Scripts can call on pre-defined functions to do certain cinematic tasks, like moving objects and changing animations. All function calls must be enclosed in timestamps that tell when they will be run on the path. So a timestamp of 0 is the begining of the path, a timestamp of 1 is the first node, ect... Here is a picture of an example script (colorizing code thanks to zaknafein):  And here is the list of functions, their descriptions, and paramaters. If anyone has ideas for more functions to add, please share them. I'm no artist, and this is just what I could come up with. http://www.v16entertainment.com/other/ScriptSpec.docKeep in mind though, the SetScriptingValue function is designed to let you call on code in your actual game for stuff like speical effects and game-specific stuff.
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pizzayoyo
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« Reply #53 on: August 03, 2007, 10:45:10 AM » |
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Scripting is going well. I finished the compiler, which will check for syntax errors in the script and report them. I've also made decent progress on the interpreter. Most of the functions are now working 100% during cinematics. It's really cool to watch animations changing, objects moving, and other changes during the cinematic.
I'm having some trouble with FadeIn/Out though. Using a value of 3000 for time, the screen just flikers. I've tried lots of other values too, like 1, 5, 10, 50, .05, nothing works. It either instantly changes in/out, or flikers constantly. Might be a TV bug.
I'm also planning on redoing the trigger system using some code Lyrical posted the other day. It will allow you to create a box for the trigger so that you specify all of the dimensions, not just one like before. Now, it will also do the checking to see if the player is in the box or not, unlike before, where you were left to do it yourself.
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pizzayoyo
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« Reply #54 on: August 03, 2007, 04:40:44 PM » |
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I'm working on a test level called Night Mystery that shows off cinematics and scripting together. It should be really cool when it's done  It will be a full movie short.  Also, if anyone is having trouble saving their projects because of failure to copy textures, the next version will have a fix for that. It also fixes a problem with saving/loading particles.
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pizzayoyo
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« Reply #55 on: August 06, 2007, 03:45:10 PM » |
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I got a little sugestion. maybe it could be good to have some customization to the camera? I would like the function that if you look at a direction and i press forward button the camera goes in that direction. That means if i look a bit down i will go down aswell  however its not important but would be a nice feature and i think it would be easier to navigate. Tooltips on the toolbar buttons would make the life easier aswell  Regards, MoonWolf I've added a camera like you described into latest release. It really works well, and I think I'll start to use it myself. Thanks for the suggestion!  Also, I added ToolTips to the icons (simpler than pressing Q + icon). The Q + icon feature will still be there, with a more detailed description than the tooltip, but many don't know do to that at all. To solve the problem some people like me have with tooltips along with TV, there will be an option to disable them in the customization window.
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RuntimeError101
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« Reply #56 on: August 06, 2007, 06:38:22 PM » |
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Wow! Everything is looking awesome! Keep it up!
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knightley
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« Reply #57 on: August 08, 2007, 03:29:34 PM » |
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is there a way to load or save the terrain as height map? (grayscale)
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pizzayoyo
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« Reply #58 on: August 08, 2007, 04:28:26 PM » |
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is there a way to load or save the terrain as height map? (grayscale)
Well, the stored data is in a format TV can load by default. Just use Terrain.LoadTerrainData(Filename) to load it in TV, but the loader handles that automatically. But if you want to use it outside of TV, then no, it doesn't export a heightmap, and it wouldn't be an easy feature to add. What do you want a heightmap for?
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pizzayoyo
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« Reply #59 on: August 09, 2007, 04:35:42 PM » |
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I've added some new functions to the script language, and changed some old ones. Here's the final list of what you will be able to do in the script editor (unless anyone has any suggestions for more), and a basic description of each function.
FadeIn - Fades in from black. FadeOut - Fades out to black.
CutToNewPath – Switches the camera onto a new path. StopCamera – Stops all camera movement. StartCamera – Starts camera movement after a StopCamera is called.
Wait – Waits to execute any more of the script until the specified time has been reached. No functions will be called while waiting, even in other timestamps.
MoveObjectAlongPath - Moves an object on a path with the specified settings. Much better than the ChangeObjectPosition function, even in gradual mode. You can choose to keep the object on and aligned to the underlying terrain as well. ChangeObjectPosition – Set’s the specified object’s position to the specified position. Speed at which this new pos is changed to can be set. ChangeObjectScale – Set’s the specified object’s scale to the specified scale. Speed at which this new scale is changed to can be set. ChangeObjectRotation – Set’s the specified object’s rotation to the specified rotation. Speed at which this new rotation is changed to can be set, as well as which way to go to get there (+ or -, because rotation works in a circle).
SetGroupEnable – Enables or disables the specified group for rendering.
ChangeActorAnimation - Changes the animation of an actor and the animation settings. PlayAnimation - Plays the animation of an actor. PauseAnimation - Pauses the animation of an actor. StopAnimation - Stops the animation of an actor.
RunCustomCode – Allows you to run code in your game engine with a PXM map loaded, using the Loader. You must check the CustomCode dictionary to see if the code you want to run has been called on using RunCustomCode yet, and if so run the code.
Now all I am waiting on to release this upgrade (PXME 1.1) is a bug with the object-aliging code in MoveObjectAlongPath that causes the object to be jittery. It probably has something to do with setting the matrix every frame, but I am calling ForceMatrixUpdate and don't see what else to do.
And thanks RuntimeError!
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