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JohnB
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« Reply #80 on: January 26, 2008, 12:44:39 PM » |
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Just sent you the files EE. I made a few small changes just so it would work with the current TV DLL, otherwise it's exactly the same as it was. Last time I asked him, Zak said it was fine to host the project so I'd guess that's still the case.
John B.
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Lyrical
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« Reply #82 on: January 30, 2008, 06:26:52 AM » |
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Hi EagleEye, I have been looking at the ZakSkyVB demo from you last post and is does look amazing. complicated but very interesting. I hope Zak doesn't mind i have ported this to C# manually NOT with a converter. Here is the link if you want to add it to your links. http://www.fastrightstudios.co.uk\tv3d\zakskycs.zipIts been fun converting this and i've learn't alot along the way. Thank you Zak yet again and Thanks EagleEye for posting the VB version.
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ZaPPZion
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« Reply #83 on: January 30, 2008, 10:37:47 AM » |
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JohnB
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« Reply #84 on: January 30, 2008, 11:37:47 AM » |
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That's great Lyrical. Not to knock your efforts or anything but I still have a copy of the original C# code Zak wrote (and my VB port is based on). I'd be happy to mail the C# code to you if you want to look it over. Maybe EagleEye could even host it for us.
John B.
(Edited to clarify what I was trying to say. :-D)
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« Last Edit: January 30, 2008, 12:08:30 PM by JohnB »
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EagleEye
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« Reply #85 on: January 30, 2008, 09:39:54 PM » |
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hahaha, originally written in C#, it was ported to VB, and then re-ported back to C#. Classic. 
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Lyrical
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« Reply #86 on: January 31, 2008, 05:44:05 AM » |
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hi all, lol yeah i realised this was originally a c# version when i was searching through the forums yesterday, it was still a good excercise and i learn't from Zaks code. Its always good practice converting programs and i like doing it.
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Raine
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« Reply #87 on: January 31, 2008, 05:46:29 AM » |
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hi all, lol yeah i realised this was originally a c# version when i was searching through the forums yesterday, it was still a good excercise and i learn't from Zaks code. Its always good practice converting programs and i like doing it.
I concur
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jviper
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Discipline in training
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« Reply #88 on: January 31, 2008, 06:55:43 AM » |
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Funny thing is I have not yet found the link to the VB.NET code that is actually up. Oh well. I need practice in C# anyway. Perhaps dare I convert it back to VB.NET 
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JAbstract.....Don't just imagine, make it happen!
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JohnB
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« Reply #90 on: January 31, 2008, 10:58:15 AM » |
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Ditto what Lyrical said, it's Zak's code - I just changed the language.
John B.
PS - Totally agree that porting code is a good way to learn it.
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nomadsoul
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« Reply #91 on: February 02, 2008, 03:56:50 AM » |
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YEAAAAA it's so cool i will put it in my game with the great zak ocean shader ! thanks a lot !!!!!! 
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petroz
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« Reply #92 on: February 04, 2008, 06:42:21 PM » |
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port of a port is kinda funny. Is there a link for the original c# version. Thinking I might port it to C++ if i get the time.
-Petroz
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JohnB
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« Reply #94 on: February 05, 2008, 02:26:15 PM » |
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Thanks Zak!
John B.
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Soganatsu
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« Reply #95 on: November 30, 2008, 03:54:22 PM » |
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hey there  sry to ressurect this topic but I got a little (probably stupid) question regarding GameTime and the actual visible Time. In the original sample I downloaded the sun rises at 11 AM and sets at about 11 PM. Now my question's pretty simple: How can I change that behaviour? ^^ I've already been looking into Latitude and I guess it's gotta have to do something with it but I can't seem to find out which value to give it. Also I've got the problem that in the project I implemented the sky display works fine except for sun/moon and cloud layer not being displayed. All Textures seem to load fine, shaders should work as well. Strange thing is: Even in Wireframe-Mode I can't see the cloud mesh.. Hopefully someone can help me  Cya, Philipp
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StakFallT
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« Reply #96 on: November 30, 2008, 04:05:10 PM » |
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Well from what I learned, The -original- position of the sun is based on time, but after that, everything and I mean everything (Right down to the shaders coloring the sky) is based off of the angle of the sun, at least from what I seen. There's one routine in general that kind've speaks to this and the main line is something along the lines of Sun.Azimuth, after that one line you can see everything kinda works off of that, meaning if that's off then everything down below it is too.
So to adjust the time for sunset and sunrise you would probably have to go back into the angle calculation of the sun or just do a quick dirty way of doing it by directly adjusting the radius of the sun prior to everything being based off of it -- or.. now that I think about it, I think there was a sun_rise sun_set const that is at the top of the code, you could modify that (It'd be kinda backwards since those consts are of angles I think) but it might be something to look into. Hope that helps!
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Soganatsu
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« Reply #97 on: December 01, 2008, 12:25:29 PM » |
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Damn am I stupid xD ^^ I accidently left over an Exit Sub Statement in the Render Code right after the Atmosphere's been rendered (Debugging Purposes) lol Well, Could, Sun/Moon Display works now  Thx very much!
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