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Re: MystyMood is here... [Re: Loopix] #162481
10/21/07 19:14
10/21/07 19:14
Joined: Mar 2001
Posts: 46
S
sigi Offline
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sigi  Offline
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S

Joined: Mar 2001
Posts: 46
Thank You so much, i think this will bring me back to Gstudio. This looks fantastic.

Re: MystyMood is here... [Re: sigi] #162482
10/21/07 23:23
10/21/07 23:23
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
thanks loopix, great contribution.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: MystyMood is here... [Re: Blink] #162483
10/22/07 02:12
10/22/07 02:12
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Happy Birthday Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Hm...
What should I say... Nice screenshots!
Some things could be better/shorter solved and there are some things where the speed could be improved, but to change this for everything would be a LOT of work.
This should be good enough for beginners and contains a lot of stuff that should be even usefull for advanced 3DGS user and it worth for them to clean the specific parts and make them fit to their needs.
I think it was a good decision to release it for free, otherwise it would have need to be done nearly from scratch.
I am happy that I was able to test it already months ago and to contribute some stuff into it.

@Those calling Loopix a very good scripter (from my position as someone who still needs to learn that much):
Loopix seems to have sometimes awsome ideas on what others could like to have and how it could be realized (shoreline with shoremap) but he gets sometimes stucked on the easiest things and makes simple stuff far to complex. But who does not do that (I do)? Read the MystyMood Scripts and decide on your own if it is good, very good or amazing (hey, at least it works)

Oh, and thanks for this great contribution!
Slin

Re: MystyMood is here... [Re: Loopix] #162484
10/22/07 04:30
10/22/07 04:30
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
@Loopix LOL but I like to pretend I always liked green,

Thanks for the pointers, will dive in there and enjoy.

Re: MystyMood is here... [Re: Nems] #162485
10/22/07 06:00
10/22/07 06:00
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline

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adoado  Offline

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Joined: Jul 2006
Posts: 503
Australia
Wow this looks awesome Especially the shore and the caustics (?). How did you do the terrain BTW?

Great work
Adoado.


Visit our development blog: http://yellloh.com
Re: MystyMood is here... [Re: adoado] #162486
10/22/07 08:38
10/22/07 08:38
Joined: Mar 2005
Posts: 969
ch
Loopix Offline OP
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Loopix  Offline OP
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Posts: 969
ch
@Slin:
Quote:

Loopix seems to have sometimes awsome ideas on what others could like to have and how it could be realized (shoreline with shoremap) but he gets sometimes stucked on the easiest things and makes simple stuff far to complex.



True ...that's also how I organize my dayly life Imagine how it feels, having a brain full of ideas but in the same time being completly code-impaired...that's not funny! Anyway...The reason why I had to force myself (as a non-coder) doing such a thing is that I coulden't find it elsewehre (without having to rely on external dll's).

...but after being so harsh with me, I'm expecting you to eliminate those bugs I mentioned earlier in this thread imidiately...that's the way open source software works...common interest...no?


@adoado:
Quote:

How did you do the terrain BTW?


It's made with Earthsculptor...

Re: MystyMood is here... [Re: Loopix] #162487
10/22/07 12:30
10/22/07 12:30
Joined: Jan 2002
Posts: 454
Germany
CD_saber Offline
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CD_saber  Offline
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Joined: Jan 2002
Posts: 454
Germany
Great constribution!
But can you please tell me, how can I scale the terrain textures?? I'm not able to find this inside the script!

Thx, CD_SABER


Ja, lach du nur du haariges Pelzvieh!
Re: MystyMood is here... [Re: CD_saber] #162488
10/22/07 12:39
10/22/07 12:39
Joined: Mar 2005
Posts: 969
ch
Loopix Offline OP
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Loopix  Offline OP
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Posts: 969
ch
Open the terrain_materials.wdl and change this in the "mat_terr_hlsl_1" material:


Code:

Out.Tex5 = inTexCoord0.xy*40; // tiling texture red
Out.Tex6 = inTexCoord0.xy*60; // tiling texture green
Out.Tex7 = inTexCoord0.xy*20; // tiling texture blue
Out.Tex8 = inTexCoord0.xy*40; // tiling texture black



Re: MystyMood is here... [Re: Loopix] #162489
10/22/07 13:01
10/22/07 13:01
Joined: Jan 2002
Posts: 454
Germany
CD_saber Offline
Senior Member
CD_saber  Offline
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Joined: Jan 2002
Posts: 454
Germany
Thank you for the fast reply!
Now I got two other problems :-)

I put an object in level (a building) and assigned the "act_obj_set" function to it. When I run the level the building "jumps" after a second to another position...

The second thing is that I can't see my river in the level... but it works in the demolevel, i also use the same model... strange



Last edited by CD_saber; 10/22/07 14:33.

Ja, lach du nur du haariges Pelzvieh!
Re: MystyMood is here... [Re: CD_saber] #162490
10/22/07 16:22
10/22/07 16:22
Joined: Mar 2005
Posts: 969
ch
Loopix Offline OP
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Loopix  Offline OP
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Posts: 969
ch
This never happened to me...strange. Are you using hmp or mdl terrain? Is the "to_floor_norm" flag set or not (in the behaviour-panel)? Make sure your building is placed above the terrain!

Does anyone else experiance this?

If you have a ocean/lake watersurface, make sure the river's z-position is slightly higher than the other water planes. Also make sure you don't have any camera.clip_far/clip_near set in your own scripts...

If you want, you can pm me a download link to your project and I will examine.



Last edited by Loopix; 10/22/07 16:29.
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