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Re: my sandbox game develop have some questions [Re: ] #461188
07/28/16 11:42
07/28/16 11:42
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Originally Posted By: Malice
^-- He's been working on port platform to android for sometime. In fact HE posted about a early version that could convert any pure 2d 3gds game to android long ago. I'd say this is a next step and full evolution to 3d .. But just guessing.
, oh that is pretty cool

Re: my sandbox game develop have some questions [Re: ] #461191
07/28/16 12:00
07/28/16 12:00
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Joined: Feb 2012
Posts: 371
Originally Posted By: Reconnoiter
Originally Posted By: Dico
This is an old exemple like minecraft created by acknex 8 : https://www.youtube.com/watch?v=6vCf_g1cWGc
, going a bit offtopic here, but what is that Alphabox you are developing? Looks interesting.


Originally Posted By: Malice
^-- He's been working on port platform to android for sometime. In fact HE posted about a early version that could convert any pure 2d 3gds game to android long ago. I'd say this is a next step and full evolution to 3d .. But just guessing.


Yes But now it support 3d games laugh
I will add the new version this week so it can fix some bugs found in last version

Re: my sandbox game develop have some questions [Re: Dico] #461211
07/28/16 21:13
07/28/16 21:13
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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Joined: Mar 2012
Posts: 927
cyberspace
https://github.com/krispykrem/Infiniminer

good to start learning with , dont copy and paste though , just learn the method.


Compulsive compiler
Re: my sandbox game develop have some questions [Re: 20BN] #463487
12/07/16 13:37
12/07/16 13:37
Joined: Feb 2003
Posts: 146
RP China
2
20BN Offline OP
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20BN  Offline OP
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Posts: 146
RP China
THANKS ALL!

I used dynamic model and group loading to solve this problem.
but i have some problems:
1. how to run dynamic strings script etc: _chr("error("/OK!"/);") ?
2. shader-c evo can't support 2nd UV Lightmap, give me some advice please?
3. shader-c evo can't support terrain shader and water shader, give me some advice please?
4. shader-c evo can't support alpha or TRANSLUCENT, give me some advice please?

thanks again.

Re: my sandbox game develop have some questions [Re: 20BN] #463503
12/08/16 16:08
12/08/16 16:08
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Hi 20BN,

3) terrain and shade-c EVO (/the newest version) is complicated, easiest way is to just use normal models as terrain (otherwise your mostly likely going to have to sacrifice some other features)
4) yes it does support them, but you mostly likely use the wrong .fx file. Open the .fx file you use and uncomment #define ALPHA. Than use .png or 32 bit .tga with alpha channel for transparent texture.

Also check this thread incase you already haven't -> http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=460457#Post460457

Last edited by Reconnoiter; 12/08/16 16:11.
Re: my sandbox game develop have some questions [Re: Reconnoiter] #463511
12/09/16 15:16
12/09/16 15:16
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
I have been messing with transparency to in Shade-C and it seems you have 2 options and maybe this will be of help to you:

1) One is when you either fully hide or show a part of the texture (bit like the OVERLAY flag in gs3d).

2) and the other is normal transparency.

For both you have to set the TRANSLUCENT flag for the entity, than in the shade-c .fx file you use in your material only uncomment '#define ALPHA' to get result 1 (OVERLAY like) or uncomment both '#define ALPHA' and '#define TRANSPARENT' for result 2. And your entity's texture needs to have transparent layer or an alpha channel (so use a .png or 32 bit .tga texture) otherwise it will be invisible.
What is pretty cool that stuff like shadows and emissive masks still seem to work correctly for transparent parts too, only gloss maps doesn't seem to work I think.

Here is an example of a .fx file for transparent material:

Code:
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------

//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alphamap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
#define SKIN_EMISSIVEMASK (skin3.y) //emissive mask
#define SKIN_COLOR (skin3.w) //(team)color mask

#define NORMALMAPPING //do normalmapping?

#define GLOSSMAP //entity has glossmap?
//#define GLOSSSTRENGTH 0.2 //glossmap channel will be set to this value if GLOSSMAP is not defined

#define ALPHA //entity has alphamap?
#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?

#define EMISSIVEMASK //use emissive mask? (formula: emissive_color = SKIN_EMISSIVEMASK * SKIN_ALBEDO)


//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------

#include <scHeaderObject>

//custom code goes here

#include <scObject>


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