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Re: Layer Management [Re: Why_Do_I_Die] #89650
09/13/06 23:17
09/13/06 23:17
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Gay is relative..

You can actually define a screen entity before a panel or a sprite.. but thats REALLY uncomfortable. Workaround: you can set in FFP shaders a flag that renders the entity as very last entity, this should work

Code:

extern texture entSkin1;
technique renderLast
{
pass p0
{
DepthBias = 1;
//TEXTURE STAGE [0]
Texture[0] = <entSkin1>;
}
};



So you could define a sprite as a screen entity which serves for the prerendered background. So when you use an actor in an invisible level this should actually work.

Re: Layer Management [Re: HeelX] #89651
09/14/06 03:57
09/14/06 03:57
Joined: May 2005
Posts: 819
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Why_Do_I_Die Offline
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Thnx for the code Heelx , I know nothing of shaders or materials so didnt really understand it , but will look into it , having the ability to use prerendered scenes would be really awesome.

Re: Layer Management [Re: Why_Do_I_Die] #89652
09/14/06 14:56
09/14/06 14:56
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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because panels and view entites are differnt

a panel is placed in the 2D view plane, a view entity is placed in the 3D coordinates relative to the view

donno why you are having problems though placing entities over panels, seems to work fine



Re: Layer Management [Re: Grimber] #89653
09/14/06 16:31
09/14/06 16:31
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HeelX Offline
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HeelX  Offline
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My code was intended to move 3D models on absolute coordinates that are rendered in front of a screen entity panel.

Re: Layer Management [Re: HeelX] #89654
09/14/06 18:03
09/14/06 18:03
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Grimber Offline
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vec_to_angle the view entity will work too

Re: Layer Management [Re: Grimber] #89655
09/17/06 07:34
09/17/06 07:34
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Why_Do_I_Die Offline
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So how did u get the model infront of the panel in your screenie Grimber ? vec_to_angle ?

Re: Layer Management [Re: Why_Do_I_Die] #89656
09/17/06 17:40
09/17/06 17:40
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Grimber Offline
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set the view entitys layer higher than the panel.



entity on left is layer 5, panel is at layer 3 entity behind panel is layer 1 but both entities are at x=50 distance

use vec_to_angle to keep the entity facing the screen, entity on the left is being rotated to face the screen

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