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Re: AbSu Water Editor V.1.0.3 [Re: Hitsch] #264557
05/06/09 19:20
05/06/09 19:20
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Hello Hitsch,
I think, you use "Standart Method"(Method1 or 2). You can use "Better Refraction Method"(Method3) for better refracting.
Cause of the problem; "refraction bump value". It's too much. Drop it.
Look;

I hope I could help to you.

Re: AbSu Water Editor V.1.0.3 [Re: Emre] #264569
05/06/09 21:24
05/06/09 21:24
Joined: May 2008
Posts: 150
Switzerland
Hitsch Offline
Member
Hitsch  Offline
Member

Joined: May 2008
Posts: 150
Switzerland
I don't know if I'm using it wrong, but when I lower that value, the refraction moves closer to the object and eventually is almost covered by it.
But it doesn't go away.
It's well visible when moving fast, because it stays behind a bit. And it also shows when the object is much above the water.

I'll try some more tomorrow and on a different machine if possible.

Re: AbSu Water Editor V.1.0.3 [Re: Hitsch] #264580
05/06/09 23:28
05/06/09 23:28
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Hey Hitsch,
I find problem.
This is my fault. Sorry...

This is refraction function in your AbsuWater.c(exported file);
Code:
function refrac_init()
{
	c_setminmax(me);
	refrac_view.size_x = camera.size_x;
	refrac_view.size_y = camera.size_y;
	set(refrac_view,SHOW /*|PORTALCLIP*/);//DEF
	while(1)
	{
		proc_mode=PROC_LATE;
		vec_set(refrac_view.pnormal_x,vector(0,0,-result));
		vec_set(refrac_view.portal_x,vector(0,0,my.z+my.max_z-1));
		refrac_view.ambient=camera.ambient;
		//		vec_set(refrac_view.pnormal_x,vector(0,0,-result));
		//		vec_set(refrac_view.portal_x,vector(0,0,my.z+my.max_z-1));
		refrac_view.aspect = screen_size.x/screen_size.y;
		refrac_view.arc = camera.arc;
		refrac_view.clip_near = ref_clip_near;
		refrac_view.clip_far = ref_clip_far;//camera.clip_far/2;
		refrac_view.fog_start = ref_fog_start;
		refrac_view.fog_end = ref_fog_end;//10000;
		//refrac_view.genius = camera.genius;
		vec_set(refrac_view.x, camera.x);
		vec_set(refrac_view.pan, camera.pan);
		
		wait(1);
	}
}


Replace with;
Code:
function refrac_init()
{
	

	refrac_view.size_x = camera.size_x;
	refrac_view.size_y = camera.size_y;
	set(refrac_view,SHOW|NOSHADOW|NOFLAG1|NOPARTICLE|PORTALCLIP);

	while(1)
	{
		proc_mode=PROC_LATE;
		vec_set(refrac_view.portal_x,vector(0,0,my.z-1));
		vec_set(refrac_view.pnormal_x,vector(0,0,-1));
		refrac_view.aspect =(screen_size.x/screen_size.y)*camera.aspect;
		refrac_view.ambient=camera.ambient;
		refrac_view.arc = camera.arc;
		refrac_view.clip_near = ref_clip_near;
		refrac_view.clip_far = ref_clip_far;//camera.clip_far/2;
		refrac_view.fog_start = ref_fog_start;
		refrac_view.fog_end = ref_fog_end;//10000;
		vec_set(refrac_view.x, camera.x);
		vec_set(refrac_view.pan, camera.pan);
		
		wait(1);
	}
}


i will fix it to the next update.
Thank you for feedback.

Last edited by Emre; 05/07/09 05:42. Reason: Add Picture
Re: AbSu Water Editor V.1.0.3 [Re: Emre] #264599
05/07/09 08:16
05/07/09 08:16
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
the X,y,z position not work wheel for me
if I move the position not change inmediatly
I need to move to the extreme for star to move
and move to the center to stop the move

and a suggestion
if possible to hide the options
for use the shore line sphere without lock less

thank

Re: AbSu Water Editor V.1.0.3 [Re: Felixsg] #264921
05/08/09 19:24
05/08/09 19:24
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Ok. Look at this;







Re: AbSu Water Editor V.1.0.3 [Re: Emre] #264930
05/08/09 20:38
05/08/09 20:38
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
oklara tiklayarak suyu tutarak hareket ettirirken mouse_force ile degilde mouse 3d pozisyonuna göre yaparsan, su mouseu takip eder öyle cekmek zorunda kalmazsin.
---------------------------------------------------
getting better and better keep it up !


3333333333
Re: AbSu Water Editor V.1.0.3 [Re: Quad] #264952
05/09/09 00:18
05/09/09 00:18
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline OP
User
Emre  Offline OP
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
@Quadraxas;Thanks for hints. //fraps frame rate'i dusurdugu icin sorunlu gibi gorunuyor ama normalde gayet kolay hareket ediyor su. Yine de belki bakarim mousepos3d ye...

And cpu wave animation for find vertex position & reality; (no shader wave)


Last edited by Emre; 05/09/09 00:19.
Re: AbSu Water Editor V.1.0.3 [Re: Emre] #264953
05/09/09 00:25
05/09/09 00:25
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
oh my.. this is getting breathtaking... smile

Re: AbSu Water Editor V.1.0.3 [Re: darkinferno] #264983
05/09/09 10:13
05/09/09 10:13
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
Senior Member
Jaxas  Offline
Senior Member

Joined: May 2008
Posts: 331
Lithuania, Vilnius
then you finish, it definetly be in official conitec download page wink


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)
Re: AbSu Water Editor V.1.0.3 [Re: Jaxas] #264985
05/09/09 10:59
05/09/09 10:59
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
wow really a incredible tool
I thinking to make a techdemo
when you have ready this new version?

and think with the new "cpu wave animation"
is posible also to the height calculate the direction
of move of the water (for by sample move the object in a river)

Last edited by Felixsg; 05/09/09 11:38.
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