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Taneas
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« Reply #60 on: May 28, 2006, 08:56:56 PM » |
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I dont know either man..
Like I said,
I just formatted.. clean install of everything.. vs 2005....
unrar'd that rar.. and ran it and said invalid conversion of type string to Date.
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EagleEye
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« Reply #61 on: May 30, 2006, 02:09:48 AM » |
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A few questions...
1) Why would my cloud layer be so close to the ground?
I'm using a terrain heightmap that is not scaled on the Y axis... (it's scaled 100x100 on XZ, but Y isn't touched). Half the map is "above the clouds".
ETA: I have tried starting the terrain lower... like -100, -10, etc... on the Y axis... and that just causes me to see the bottom edge of the sky mesh...
2) The SKY_RADIUS value is set to 10... My camera's view frustum is set to 60 degrees, and 10000 on the far clip plane... How do these 2 values relate to each other? If I set my SKY_RADIUS to 12, I can't see the textures at all... if I then set my far clip plane to 20000, I still can't see them... but if I go back to SKY_RADIUS 10, I can see the sky again...
3) Is there a newest version out there somewhere I can download, with bug fixes and improvements?
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Zaknafein
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« Reply #62 on: May 30, 2006, 07:00:18 AM » |
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1) The demo is a test setup... you need to customize it to your needs. If your world goes higher and farther, then scale the cloud meshes. That causes me to see the bottom edge of the sky mesh There are several ways of preventing this : make an infinite-ish water plane around the land, make sure the landscape edges are higher than the rest like a valley, make the backdrop's color to the fog color, etc. 2) The frustum angle and plane distances do not relate. I don't get why your sky radius is set to 10... The default is 180, with a far plane of 20000, and all is well. Besides, you can tweak the code itself, play with how the sky radius affects the sky's actual size and whatnot. 3) No, I haven't worked on it since the initial release. What "bugs" need fixes though?
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EagleEye
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« Reply #63 on: May 30, 2006, 10:14:56 AM » |
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1) The demo is a test setup... you need to customize it to your needs. If your world goes higher and farther, then scale the cloud meshes. That causes me to see the bottom edge of the sky mesh There are several ways of preventing this : make an infinite-ish water plane around the land, make sure the landscape edges are higher than the rest like a valley, make the backdrop's color to the fog color, etc. 2) The frustum angle and plane distances do not relate. I don't get why your sky radius is set to 10... The default is 180, with a far plane of 20000, and all is well. Besides, you can tweak the code itself, play with how the sky radius affects the sky's actual size and whatnot. 3) No, I haven't worked on it since the initial release. What "bugs" need fixes though? Huh, I guess if I fix the sky radius thing, the cloud layer problem should go away too.  As far as bugs and such... some people have posted their own little fixes to various things, and you even mentioned a change to some background stuff that's inaccessible to us... so I figured there would be a new release?
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JohnB
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« Reply #64 on: May 30, 2006, 10:40:41 AM » |
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Hey Taneas, is it possible that having Option Strict On would cause that error? That's just a guess, I'm not where I can try it right now.
John B.
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Zaknafein
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« Reply #65 on: May 30, 2006, 11:06:42 AM » |
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@EagleEye : Inaccessible? Well, the project is open source and commented for a reason... for users to play with it and add their own touches  So no, I don't think I'll release a new version any time soon. I've had my dose of sky programming 
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EagleEye
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« Reply #66 on: May 30, 2006, 01:26:19 PM » |
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The inaccessible stuff I was referring to is evidently in this SkyShaderMath.dll?
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tweakbox
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« Reply #67 on: May 30, 2006, 01:33:01 PM » |
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that isn't inaccessable. If you had read, you would have seen that between the conversion I did from C# to VB.NET, I just wrapped the C# shader math class into a DLL to avoid having to convert it over to VB. So you still have everything, you just need to look in the right places.
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
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Zaknafein
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« Reply #68 on: May 30, 2006, 02:42:23 PM » |
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Also you could try JohnB's attempt at a VB.Net conversion, which is just as good as tweakbox, but he even translated the math code. And of course the original C# version is in my signature, full source included.
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EagleEye
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« Reply #69 on: May 31, 2006, 03:12:10 AM » |
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I could deal with using the C# code... no need to convert it really... I'll have to look in to it later.  That bug you fixed in the math... have you updated the zip with that?
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Zaknafein
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« Reply #70 on: May 31, 2006, 06:28:06 AM » |
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That bug was only present in JohnB's VB.Net conversion. The original C# version is fine...
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JohnB
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« Reply #71 on: May 31, 2006, 12:36:03 PM » |
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I haven't put Zaknafein's fix in the project I posted yet but I'll try to do it later tonight.
John B.
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Taneas
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« Reply #72 on: June 03, 2006, 04:11:08 AM » |
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*edit* Never mind, it was the wind power.. But now I notice the time is off.. like.. Itll be sunrise coming up at 1am 
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bloomk
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« Reply #73 on: June 03, 2006, 04:13:51 AM » |
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why do the coulds not move? lol
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EagleEye
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« Reply #74 on: June 06, 2006, 02:22:31 PM » |
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I haven't put Zaknafein's fix in the project I posted yet but I'll try to do it later tonight.
John B. Just curious John, did you get around to doing this yet? 
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EagleEye
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« Reply #76 on: January 25, 2008, 09:16:01 PM » |
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Broken link John... 
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JohnB
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« Reply #77 on: January 25, 2008, 10:34:20 PM » |
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Yeah - that was like 18 months ago and my ISP has changed since then. I've still got the code though and would be glad to email it to you or something.
John B.
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petroz
Community Member

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« Reply #78 on: January 25, 2008, 10:40:03 PM » |
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dust off this old topic with a bump, lol.
I'd love to see the code too, any lang is good.
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EagleEye
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« Reply #79 on: January 26, 2008, 08:53:23 AM » |
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I found the old archive of the code on one of my network drives... but I don't have the actual .rar of it... So if you want, send it to me ( eagleeye@eeisi.com ) and I'll host it on my web host so it'll always be available to everyone. 
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