Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 863 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 323 of 554 1 2 321 322 323 324 325 553 554
Re: What are you working on? [Re: jenGs] #428161
08/19/13 10:09
08/19/13 10:09
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: jenGs
@MasterQ32
Ha, didn't saw that. Does the welding has a tolerance?

Yes, but it is hardcoded atm. I should add the tolerance to the settings as well some other parameters...

Btw, D3DXWeldVertices should be available in your script if you include dynamic models and the DirecX.dll


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #428213
08/20/13 12:38
08/20/13 12:38
Joined: Oct 2008
Posts: 341
R
ratz Offline
Senior Member
ratz  Offline
Senior Member
R

Joined: Oct 2008
Posts: 341
:::Panel:::
periodensystem of elements (for my game/simulator)



work in process...

its very hard to make the buttons .. i use "PhotoFiltre7"

Last edited by ratz; 08/20/13 12:39.
Re: What are you working on? [Re: ratz] #428216
08/20/13 16:48
08/20/13 16:48
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
nice, but why don't you use something like gimp for making these buttons?


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #428305
08/23/13 11:39
08/23/13 11:39
Joined: Oct 2008
Posts: 341
R
ratz Offline
Senior Member
ratz  Offline
Senior Member
R

Joined: Oct 2008
Posts: 341
:::update:::



::update::

now i must made the next buttons .. [ 32x28 pixel ]
but all positions are okey grin



so i think, this is the bigges panel that i've ever made grin !

Code:
PANEL* Element_Display =
{
   pos_x = 10;
   pos_y = 10;
   
	button (100, 136, "hwnd_h2_down.bmp", "hwnd_h2_up.bmp", "hwnd_h2_up.bmp", NULL, NULL, NULL); 
   button (644, 136, "hwnd_he_down.bmp", "hwnd_he_up.bmp", "hwnd_he_up.bmp", NULL, NULL, NULL); 
  
   button (100, 164, "hwnd_li_down.bmp", "hwnd_li_up.bmp", "hwnd_li_up.bmp", NULL, NULL, NULL); 
   button (132, 164, "hwnd_be_down.bmp", "hwnd_be_up.bmp", "hwnd_be_up.bmp", NULL, NULL, NULL); 
   button (484, 164, "hwnd_b_down.bmp", "hwnd_b_up.bmp", "hwnd_b_up.bmp", NULL, NULL, NULL); 
   button (516, 164, "hwnd_c_down.bmp", "hwnd_c_up.bmp", "hwnd_c_up.bmp", NULL, NULL, NULL); 
   button (548, 164, "hwnd_n_down.bmp", "hwnd_n_up.bmp", "hwnd_n_up.bmp", NULL, NULL, NULL); 
   button (580, 164, "hwnd_o_down.bmp", "hwnd_o_up.bmp", "hwnd_o_up.bmp", NULL, NULL, NULL); 
   button (612, 164, "hwnd_f_down.bmp", "hwnd_f_up.bmp", "hwnd_f_up.bmp", NULL, NULL, NULL); 
   button (644, 164, "hwnd_ne_down.bmp", "hwnd_ne_up.bmp", "hwnd_ne_up.bmp", NULL, NULL, NULL); 
   
   button (100, 192, "hwnd_na_down.bmp", "hwnd_na_up.bmp", "hwnd_na_up.bmp", NULL, NULL, NULL); 
   button (132, 192, "hwnd_mg_down.bmp", "hwnd_mg_up.bmp", "hwnd_mg_up.bmp", NULL, NULL, NULL); 
   button (484, 192, "hwnd_al_down.bmp", "hwnd_al_up.bmp", "hwnd_al_up.bmp", NULL, NULL, NULL); 
   button (516, 192, "hwnd_si_down.bmp", "hwnd_si_up.bmp", "hwnd_si_up.bmp", NULL, NULL, NULL); 
   button (548, 192, "hwnd_p_down.bmp", "hwnd_p_up.bmp", "hwnd_p_up.bmp", NULL, NULL, NULL); 
   button (580, 192, "hwnd_s_down.bmp", "hwnd_s_up.bmp", "hwnd_s_up.bmp", NULL, NULL, NULL); 
   button (612, 192, "hwnd_cl_down.bmp", "hwnd_cl_up.bmp", "hwnd_cl_up.bmp", NULL, NULL, NULL); 
   button (644, 192, "hwnd_ar_down.bmp", "hwnd_ar_up.bmp", "hwnd_ar_up.bmp", NULL, NULL, NULL); 
 
   button (100, 220, "hwnd_k_down.bmp", "hwnd_k_up.bmp", "hwnd_k_up.bmp", NULL, NULL, NULL); 
   button (132, 220, "hwnd_ca_down.bmp", "hwnd_ca_up.bmp", "hwnd_ca_up.bmp", NULL, NULL, NULL); 
   button (164, 220, "hwnd_sc_down.bmp", "hwnd_sc_up.bmp", "hwnd_sc_up.bmp", NULL, NULL, NULL); 
   button (196, 220, "hwnd_ti_down.bmp", "hwnd_ti_up.bmp", "hwnd_ti_up.bmp", NULL, NULL, NULL); 
   button (228, 220, "hwnd_v_down.bmp", "hwnd_v_up.bmp", "hwnd_v_up.bmp", NULL, NULL, NULL); 
   button (260, 220, "hwnd_cr_down.bmp", "hwnd_cr_up.bmp", "hwnd_cr_up.bmp", NULL, NULL, NULL); 
   button (292, 220, "hwnd_mn_down.bmp", "hwnd_mn_up.bmp", "hwnd_mn_up.bmp", NULL, NULL, NULL); 
   button (324, 220, "hwnd_fe_down.bmp", "hwnd_fe_up.bmp", "hwnd_fe_up.bmp", NULL, NULL, NULL); 
   button (356, 220, "hwnd_co_down.bmp", "hwnd_co_up.bmp", "hwnd_co_up.bmp", NULL, NULL, NULL); 
   button (388, 220, "hwnd_ni_down.bmp", "hwnd_ni_up.bmp", "hwnd_ni_up.bmp", NULL, NULL, NULL); 
   button (420, 220, "hwnd_cu_down.bmp", "hwnd_cu_up.bmp", "hwnd_cu_up.bmp", NULL, NULL, NULL); 
   button (452, 220, "hwnd_zn_down.bmp", "hwnd_zn_up.bmp", "hwnd_zn_up.bmp", NULL, NULL, NULL); 
   button (484, 220, "hwnd_ga_down.bmp", "hwnd_ga_up.bmp", "hwnd_ga_up.bmp", NULL, NULL, NULL); 
   button (516, 220, "hwnd_ge_down.bmp", "hwnd_ge_up.bmp", "hwnd_ge_up.bmp", NULL, NULL, NULL);    
   button (548, 220, "hwnd_as_down.bmp", "hwnd_as_up.bmp", "hwnd_as_up.bmp", NULL, NULL, NULL);
   button (580, 220, "hwnd_se_down.bmp", "hwnd_se_up.bmp", "hwnd_se_up.bmp", NULL, NULL, NULL);
   button (612, 220, "hwnd_br_down.bmp", "hwnd_br_up.bmp", "hwnd_br_up.bmp", NULL, NULL, NULL);
   button (644, 220, "hwnd_kr_down.bmp", "hwnd_kr_up.bmp", "hwnd_kr_up.bmp", NULL, NULL, NULL);
  /////
   button (100, 248, "hwnd_k_down.bmp", "hwnd_k_up.bmp", "hwnd_k_up.bmp", NULL, NULL, NULL); 
   button (132, 248, "hwnd_ca_down.bmp", "hwnd_ca_up.bmp", "hwnd_ca_up.bmp", NULL, NULL, NULL); 
   button (164, 248, "hwnd_sc_down.bmp", "hwnd_sc_up.bmp", "hwnd_sc_up.bmp", NULL, NULL, NULL); 
   button (196, 248, "hwnd_ti_down.bmp", "hwnd_ti_up.bmp", "hwnd_ti_up.bmp", NULL, NULL, NULL); 
   button (228, 248, "hwnd_v_down.bmp", "hwnd_v_up.bmp", "hwnd_v_up.bmp", NULL, NULL, NULL); 
   button (260, 248, "hwnd_cr_down.bmp", "hwnd_cr_up.bmp", "hwnd_cr_up.bmp", NULL, NULL, NULL); 
   button (292, 248, "hwnd_mn_down.bmp", "hwnd_mn_up.bmp", "hwnd_mn_up.bmp", NULL, NULL, NULL); 
   button (324, 248, "hwnd_fe_down.bmp", "hwnd_fe_up.bmp", "hwnd_fe_up.bmp", NULL, NULL, NULL); 
   button (356, 248, "hwnd_co_down.bmp", "hwnd_co_up.bmp", "hwnd_co_up.bmp", NULL, NULL, NULL); 
   button (388, 248, "hwnd_ni_down.bmp", "hwnd_ni_up.bmp", "hwnd_ni_up.bmp", NULL, NULL, NULL); 
   button (420, 248, "hwnd_cu_down.bmp", "hwnd_cu_up.bmp", "hwnd_cu_up.bmp", NULL, NULL, NULL); 
   button (452, 248, "hwnd_zn_down.bmp", "hwnd_zn_up.bmp", "hwnd_zn_up.bmp", NULL, NULL, NULL); 
   button (484, 248, "hwnd_ga_down.bmp", "hwnd_ga_up.bmp", "hwnd_ga_up.bmp", NULL, NULL, NULL); 
   button (516, 248, "hwnd_ge_down.bmp", "hwnd_ge_up.bmp", "hwnd_ge_up.bmp", NULL, NULL, NULL);    
   button (548, 248, "hwnd_as_down.bmp", "hwnd_as_up.bmp", "hwnd_as_up.bmp", NULL, NULL, NULL);
   button (580, 248, "hwnd_se_down.bmp", "hwnd_se_up.bmp", "hwnd_se_up.bmp", NULL, NULL, NULL);
   button (612, 248, "hwnd_br_down.bmp", "hwnd_br_up.bmp", "hwnd_br_up.bmp", NULL, NULL, NULL);
   button (644, 248, "hwnd_kr_down.bmp", "hwnd_kr_up.bmp", "hwnd_kr_up.bmp", NULL, NULL, NULL);
  /////
   button (100, 276, "hwnd_k_down.bmp", "hwnd_k_up.bmp", "hwnd_k_up.bmp", NULL, NULL, NULL); 
   button (132, 276, "hwnd_ca_down.bmp", "hwnd_ca_up.bmp", "hwnd_ca_up.bmp", NULL, NULL, NULL); 
   button (164, 276, "hwnd_sc_down.bmp", "hwnd_sc_up.bmp", "hwnd_sc_up.bmp", NULL, NULL, NULL); 
   button (196, 276, "hwnd_ti_down.bmp", "hwnd_ti_up.bmp", "hwnd_ti_up.bmp", NULL, NULL, NULL); 
   button (228, 276, "hwnd_v_down.bmp", "hwnd_v_up.bmp", "hwnd_v_up.bmp", NULL, NULL, NULL); 
   button (260, 276, "hwnd_cr_down.bmp", "hwnd_cr_up.bmp", "hwnd_cr_up.bmp", NULL, NULL, NULL); 
   button (292, 276, "hwnd_mn_down.bmp", "hwnd_mn_up.bmp", "hwnd_mn_up.bmp", NULL, NULL, NULL); 
   button (324, 276, "hwnd_fe_down.bmp", "hwnd_fe_up.bmp", "hwnd_fe_up.bmp", NULL, NULL, NULL); 
   button (356, 276, "hwnd_co_down.bmp", "hwnd_co_up.bmp", "hwnd_co_up.bmp", NULL, NULL, NULL); 
   button (388, 276, "hwnd_ni_down.bmp", "hwnd_ni_up.bmp", "hwnd_ni_up.bmp", NULL, NULL, NULL); 
   button (420, 276, "hwnd_cu_down.bmp", "hwnd_cu_up.bmp", "hwnd_cu_up.bmp", NULL, NULL, NULL); 
   button (452, 276, "hwnd_zn_down.bmp", "hwnd_zn_up.bmp", "hwnd_zn_up.bmp", NULL, NULL, NULL); 
   button (484, 276, "hwnd_ga_down.bmp", "hwnd_ga_up.bmp", "hwnd_ga_up.bmp", NULL, NULL, NULL); 
   button (516, 276, "hwnd_ge_down.bmp", "hwnd_ge_up.bmp", "hwnd_ge_up.bmp", NULL, NULL, NULL);    
   button (548, 276, "hwnd_as_down.bmp", "hwnd_as_up.bmp", "hwnd_as_up.bmp", NULL, NULL, NULL);
   button (580, 276, "hwnd_se_down.bmp", "hwnd_se_up.bmp", "hwnd_se_up.bmp", NULL, NULL, NULL);
   button (612, 276, "hwnd_br_down.bmp", "hwnd_br_up.bmp", "hwnd_br_up.bmp", NULL, NULL, NULL);
   button (644, 276, "hwnd_kr_down.bmp", "hwnd_kr_up.bmp", "hwnd_kr_up.bmp", NULL, NULL, NULL);
  //
   button (196, 332, "hwnd_ti_down.bmp", "hwnd_ti_up.bmp", "hwnd_ti_up.bmp", NULL, NULL, NULL); 
   button (228, 332, "hwnd_v_down.bmp", "hwnd_v_up.bmp", "hwnd_v_up.bmp", NULL, NULL, NULL); 
   button (260, 332, "hwnd_cr_down.bmp", "hwnd_cr_up.bmp", "hwnd_cr_up.bmp", NULL, NULL, NULL); 
   button (292, 332, "hwnd_mn_down.bmp", "hwnd_mn_up.bmp", "hwnd_mn_up.bmp", NULL, NULL, NULL); 
   button (324, 332, "hwnd_fe_down.bmp", "hwnd_fe_up.bmp", "hwnd_fe_up.bmp", NULL, NULL, NULL); 
   button (356, 332, "hwnd_co_down.bmp", "hwnd_co_up.bmp", "hwnd_co_up.bmp", NULL, NULL, NULL); 
   button (388, 332, "hwnd_ni_down.bmp", "hwnd_ni_up.bmp", "hwnd_ni_up.bmp", NULL, NULL, NULL); 
   button (420, 332, "hwnd_cu_down.bmp", "hwnd_cu_up.bmp", "hwnd_cu_up.bmp", NULL, NULL, NULL); 
   button (452, 332, "hwnd_zn_down.bmp", "hwnd_zn_up.bmp", "hwnd_zn_up.bmp", NULL, NULL, NULL); 
   button (484, 332, "hwnd_ga_down.bmp", "hwnd_ga_up.bmp", "hwnd_ga_up.bmp", NULL, NULL, NULL); 
   button (516, 332, "hwnd_ge_down.bmp", "hwnd_ge_up.bmp", "hwnd_ge_up.bmp", NULL, NULL, NULL);    
   button (548, 332, "hwnd_as_down.bmp", "hwnd_as_up.bmp", "hwnd_as_up.bmp", NULL, NULL, NULL);
   button (580, 332, "hwnd_se_down.bmp", "hwnd_se_up.bmp", "hwnd_se_up.bmp", NULL, NULL, NULL);
   button (612, 332, "hwnd_br_down.bmp", "hwnd_br_up.bmp", "hwnd_br_up.bmp", NULL, NULL, NULL);
  //
   button (196, 360, "hwnd_ti_down.bmp", "hwnd_ti_up.bmp", "hwnd_ti_up.bmp", NULL, NULL, NULL); 
   button (228, 360, "hwnd_v_down.bmp", "hwnd_v_up.bmp", "hwnd_v_up.bmp", NULL, NULL, NULL); 
   button (260, 360, "hwnd_cr_down.bmp", "hwnd_cr_up.bmp", "hwnd_cr_up.bmp", NULL, NULL, NULL); 
   button (292, 360, "hwnd_mn_down.bmp", "hwnd_mn_up.bmp", "hwnd_mn_up.bmp", NULL, NULL, NULL); 
   button (324, 360, "hwnd_fe_down.bmp", "hwnd_fe_up.bmp", "hwnd_fe_up.bmp", NULL, NULL, NULL); 
   button (356, 360, "hwnd_co_down.bmp", "hwnd_co_up.bmp", "hwnd_co_up.bmp", NULL, NULL, NULL); 
   button (388, 360, "hwnd_ni_down.bmp", "hwnd_ni_up.bmp", "hwnd_ni_up.bmp", NULL, NULL, NULL); 
   button (420, 360, "hwnd_cu_down.bmp", "hwnd_cu_up.bmp", "hwnd_cu_up.bmp", NULL, NULL, NULL); 
   button (452, 360, "hwnd_zn_down.bmp", "hwnd_zn_up.bmp", "hwnd_zn_up.bmp", NULL, NULL, NULL); 
   button (484, 360, "hwnd_ga_down.bmp", "hwnd_ga_up.bmp", "hwnd_ga_up.bmp", NULL, NULL, NULL); 
   button (516, 360, "hwnd_ge_down.bmp", "hwnd_ge_up.bmp", "hwnd_ge_up.bmp", NULL, NULL, NULL);    
   button (548, 360, "hwnd_as_down.bmp", "hwnd_as_up.bmp", "hwnd_as_up.bmp", NULL, NULL, NULL);
   button (580, 360, "hwnd_se_down.bmp", "hwnd_se_up.bmp", "hwnd_se_up.bmp", NULL, NULL, NULL);
   button (612, 360, "hwnd_br_down.bmp", "hwnd_br_up.bmp", "hwnd_br_up.bmp", NULL, NULL, NULL);
   
   
   
   layer = 80;
	flags = SHOW;
}



now i begin with all functions ... all infos ...
h2...he..li... grin and so on ......

Last edited by ratz; 08/23/13 13:37.
Re: What are you working on? [Re: ratz] #428308
08/23/13 13:40
08/23/13 13:40
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Still working on Sky Titans.

And why you should never test with your friend grin

http://youtu.be/-GuD3pR163Q


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: What are you working on? [Re: ratz] #428310
08/23/13 13:49
08/23/13 13:49
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
Right at the moment I am working on the event editor of the gui for my entry contest.
All options which are visible, are already ready to use. As result the developer gets a ready to use script.






I will add some more Options until the deadline of the summer contest.
Heroes, Enemies, Items, Skills and Equipment creation Tools are also ready to use.
It's really a great oppurtunity to learn C#. =D


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #428546
08/29/13 13:55
08/29/13 13:55
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I've just implemented SSAA and improved the normalmapping of my rendering pipeline:



Also I implemented Y'CbCr colors with chroma subsampling for the diffuse textures in the gBuffer.
This makes it possible to use just 2 channels for the colors and now I don't need a 4th rendertarget for that laugh


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #428547
08/29/13 13:59
08/29/13 13:59
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
nice!

Re: What are you working on? [Re: Kartoffel] #428552
08/29/13 14:20
08/29/13 14:20
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Originally Posted By: Kartoffel
Also I implemented Y'CbCr colors with chroma subsampling for the diffuse textures in the gBuffer.
This makes it possible to use just 2 channels for the colors and now I don't need a 4th rendertarget for that laugh


That's a nice idea. I wonder, though, if you save your diffuse textures that way (i.e. save the work to convert them during gbuffer rendering)


Follow me on twitter
Re: What are you working on? [Re: mk_1] #428556
08/29/13 15:17
08/29/13 15:17
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
@mk_1 that wouldn't work due to the subsampling.

Like RGB colors Y'CbCr uses 3 channels. However, there are 2 color channels and one luminance channel.

The trick is, that you have to save the luminance (Y') in one channel and in a second channel you save Cb and Cr alternately, like that: (one [xx] = one pixel)
[Cb][Cr][Cb][Cr]
[Cr][Cb][Cr][Cb]
[Cb][Cr][Cb][Cr]
[Cr][Cb][Cr][Cb]

If you read them again either Cb or Cr is missing (of course) but you can just take the missing information
from a neighbour pixel because they are likely to have the same or a similar color.

So actually you loose 50% of the color information (hue & saturation) but you still have 100% of the luminance (the more important part).
And although there are one third of the information missing, you don't really see any difference.

edit: I hope you understand what I'm trying to say grin


POTATO-MAN saves the day! - Random
Page 323 of 554 1 2 321 322 323 324 325 553 554

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