Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (TipmyPip, AndrewAMD), 1,151 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 2
Page 4 of 5 1 2 3 4 5
Re: Working texture projectors :) [Re: Matt_Aufderheide] #32667
10/26/04 22:38
10/26/04 22:38
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
The prblem is that i did all that ..but when i run it.. The code Is weird.. Like.. is nomral that the texture for exaple a (X) sprite.. is always at the same place.. all for all over the map.. like.. The texture is projected along not only its size..but for all tha map...

Re: Working texture projectors :) [Re: MMike] #32668
12/08/04 03:39
12/08/04 03:39
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
matt .. this thing works, but .. just allow 1 projector right? and one reciever?

and why the projector projects black parts ( when the pic that is being projected is out of range)



Re: Working texture projectors :) [Re: MMike] #32669
12/08/04 06:18
12/08/04 06:18
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
first you need a texture for the projector that fades out at the edges, otherwise you get a sharp egde between the light and dark parts.. you can multiple projectors but not affecting the same models..

Also of course you have to implement some sort of lighting scheme in the shader also, other wise all the models can only be lit by the projector..it's really meant to be used in a multi pass per pixel lighting method

Re: Working texture projectors :) [Re: Matt_Aufderheide] #32670
12/08/04 08:14
12/08/04 08:14
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
EDIT:// OKay now I can have them all working, and fading cool.. but, it just works when fading to black, and .. When there are 2 entityes on the level , that are affected by the projector, both of them get them , but Shared, like if the other entity moves, the my material is shared and f it moves mine moves too even if im still
Sorry grammar.
eh







Last edited by Unknot; 12/08/04 10:34.
Re: Working texture projectors :) [Re: MMike] #32671
12/08/04 15:30
12/08/04 15:30
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
I'm sorry, i dont understand

Re: Working texture projectors :) [Re: Matt_Aufderheide] #32672
12/09/04 06:24
12/09/04 06:24
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
Humm let me explain:

* I have 2 entities that have a enable_scan=on;
* I have 2 projectors
* One of the entities has a actor_follow function; the other one is the player
NOw:
When the player and the other entity are under the projector, Both get the projetor material... but , just one works correctly because:

-> It seems they share the same material, so if the player moves , the projetion on the other entity will move when the player moves, and if the other one moves , my projetion will pause and give the control to the other one.

I hope you understand.. Thanks.

Re: Working texture projectors :) [Re: MMike] #32673
07/08/06 16:43
07/08/06 16:43
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
I've just tried this one, too. It doesn't work as is. Perhaps it is old syntax?

Firstly, this line craps out: VertexShaderConstant[0] = <matWorld>; //World Matrix

I saw that the definition of matWorld was commented out ofr some reason, so I uncommented it, which got me as far as this line:

//range constant
VertexShaderConstant[33] = (0.01f, 0.5f, 0.05f, 0.0f);

And that was where I threw in the towel.



What I want is an image projected over the map all models as a cursor to select things in the environment. Is this posible, who can do it, and what do you want for it?

Last edited by A.Russell; 07/08/06 16:46.
Re: Working texture projectors :) [Re: A.Russell] #32674
07/09/06 13:52
07/09/06 13:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
This shader needs to be converted to directx 9 code, that's probably all there is to it. If I can get it to work, you'll get it for free, no promises though, because I'm not sure wether I could fix it, nor if I've got the time for it to do it ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Working texture projectors :) [Re: PHeMoX] #32675
07/09/06 14:03
07/09/06 14:03
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Coooool...thank you Phemox!!!

Re: Working texture projectors :) [Re: Hummel] #32676
07/11/06 01:33
07/11/06 01:33
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
Thanks Phemox. That would really be appreciated.

Page 4 of 5 1 2 3 4 5

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1