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Re: What are you working on?
[Re: 3run]
#404719
07/13/12 12:39
07/13/12 12:39
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Joined: Feb 2010
Posts: 320 TANA/Madagascar
3dgs_snake
Senior Member
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Senior Member
Joined: Feb 2010
Posts: 320
TANA/Madagascar
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Hi, @3run Sorry, I didn't ignore your message but I'm still busy on the Vehicle integration . Vehicle is quite different from prior versions so I still need to integrate some new APIs while keeping it easy for GS users. I'll dig a little deeper on the destruction, after solving the problem on Vehicle integration (Soon). Best regards.
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Re: What are you working on?
[Re: 3dgs_snake]
#404720
07/13/12 13:19
07/13/12 13:19
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@3Run: no this reffered to your problem with kartoffels paradox demo
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: 3run]
#404729
07/13/12 19:54
07/13/12 19:54
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Yesterday i added a portalrenderer ontop of my cutoutshader. The blue point on the portal is for debugging and marks the closest point on the portal to the camera. Why do i need the closest distance? We all know, if a portalcam moves backwards(as we do), it might pass a wall behind it and the obstacle is rendered. But we dont want it. SO i adjust the clip_near value of the portalcam at runtime to allow a freelook at my target. see? The block is placed directly behind my portalcam, but the block is cutout by the clip_near value when moving backwards. Sadly, it still has a flaw when the distance is too big and we rotate the cam. To much will be clipped away, because of the frustrums pyramidshape Need to fix it somwhow edit, the problem: from far away a slight turn to the left
Last edited by Rackscha; 07/13/12 20:03.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#404745
07/14/12 15:10
07/14/12 15:10
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Havent fixed the viewclippingproblem yet, but tried object transition. Using an action which creates a clone from its parent and moves relative to the portal, it went fine. http://www.youtube.com/watch?v=41GB3JQFqLE&feature=youtu.bekollsition decision between portal and wall is a different thing :|
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#404746
07/14/12 15:31
07/14/12 15:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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nice!
but it seems like the portal-view's position / angle / arc / resolution is slightly wrong
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: Kartoffel]
#404747
07/14/12 15:53
07/14/12 15:53
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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No the resolution is equal to the screen. The portal is a bit smaller then the tunnel its placed in, thats why it doesnt closeup with the wall/corner
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#404762
07/14/12 20:51
07/14/12 20:51
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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edit: double post cause of internet connection...
Last edited by 3run; 07/14/12 20:54.
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