Please login or register.

Login with username, password and session length
Advanced search  


IRC channel - server:  channel: #wme (read more)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ErV

Pages: 1 [2] 3 4
Technical forum / SpotLight ranges are not working?
« on: October 19, 2006, 10:03:31 PM »
It looks like attenuation doesn't work with spotlights exported from 3dsmax, even if farAttenuation was set. I know that DirectX supports spotlight attenuation. Is this a bug? (I'm talking about decreasing light brightness according to the distance from light, not the "falloff" and "hotspot" parameters)

Technical forum / Re: Actor radius/bounding box.
« on: October 19, 2006, 09:48:55 PM »

Technical forum / Re: Global Ambient Lighting
« on: October 19, 2006, 09:41:13 PM »
Perhaps the omni lights would do the trick?
Omni light is a spot light with an infinite radius, isn't it? Having ambient lighting would be great, since in that case every object is lit equally from all directions. Lack of ambient lighting creates an absolutely black shadows, that exists nowhere in reality, and can be found (probably) only in space/galaxy/some place with no air.
To achive same effect with omni light, ill probably need four or eight of them.

Technical forum / Re: Problems with flat shadows.
« on: October 19, 2006, 09:29:40 PM »
Well, it could be avoided 1) by using stencil shadows 2) by limiting the light position to certain ranges to avoid too long shadows.
Well... problem isn't with long ranges, but with the certain angles/points of view. When the camera direction gets close to 45 degrees, sometimes part of model gets clipped by frustrum and stretches to infinity. Another problem is that flat shadows disappear when applied to a VERY large model. (Models gets clipped by ZFar, I suppose).

Right now I'm using stencil shadows, but they're 2times slowdown...

P.S. Why don't you use D3DPRESENTINTERVAL_IMMEDIATE? It would be a big speedup for a game. (what about 200 fps on Riva TNT?)

Technical forum / Re: Controlling Actor3D transparency.
« on: October 19, 2006, 09:23:29 PM »
it would be hard to do this since you can't access texture sprite directly. But what you can do very easily is to create an overlay
without an actor which you set initially to full transparent (invisible) and then animate it over by gradually adding alpha value.

This will achieve this effect you need. Another way how to do this is not use 3d actor for this particular animation but a sprite.
Maybe you can try also changing actors' texture to animated sprite, but this is untested.

Thanks, but that's not what I need, since I was going to use a several transparent 3D actors at once, and those actors were required to overlap 3d geometry of other actors.

Technical forum / Controlling Actor3D transparency.
« on: October 19, 2006, 03:43:58 PM »
How can I control actor(3D) transparency? (for example - disappearing ghot) I need to set transparency to a specific value, calculated in script. Is this functionality supported?

Technical forum / Global Ambient Lighting
« on: October 19, 2006, 03:36:27 PM »
Is there any way to set "Global Ambient" value? I mean - the amount(color) of ambient lighting for whole scene, not just for a single light. I've already tried to do a simple hack and call IDirect3DDevice8->SetRenderState(D3DRS_AMBIENT, 0xFFFFFFFF). This didn't work. It looks like there is no mention about ambient lighting in documentation. *.3ds files doesn't have "ambient-related" chunks either. In current scene setting up many point lights is not an option.
How problem can be solved?

Technical forum / Re: Exact meaning of "scale" in Actor3D
« on: October 18, 2006, 12:20:53 PM »
it's the percentage scale. Note, that you can make it bigger by setting values higher than 100 (%).

Technical forum / Problems with flat shadows.
« on: October 17, 2006, 10:38:23 PM »
I've noticed that in certain situations flat shadows causes graphical artifacts.The model rendered to the texture simply doesn't fit in some cases. Because texture uses D3DTADDRESS_CLAMP, edges of texture, filled with non-transparent color, stretch to inifnity and make shadow look unrealistic. How can this be avoided?

Technical forum / Actor radius/bounding box.
« on: October 17, 2006, 10:29:57 PM »
Is this possible to access radius of actor bounding cylinder or exact bounding data somehow? (Via script/plugin) How can this be done?

Technical forum / Exact meaning of "scale" in Actor3D
« on: October 17, 2006, 10:27:43 PM »
What is the _exact_ meaning of "Scale" property? If my model has scale set to 100, does that mean that it will be 100% size of original model or does it mean, that the actor will be 100 times larger than original model?

Maybe with stencil shadow it became more interesting to have an interactive shadow. Like me I want to have the shadow projected by my campfire and i never Thought about  it before ..
Many games has (or had) an interactive, but flat shadows. I've seen games that had a single interactive shadow with a large number of light sources. (IMHO)It doesn't matter if shadow is flat, or if it is stencil, or just if is just a blob - as long as shadow fits game purpose and looks nice enough. Anyway it's good that this bug is fixed, isn't it? :)

*sigh* Fixed, same link as above.
It's interesting no one reported this problem before, I'm pretty positive some people did use SetLightPosition before..

I think that most of them just didn't try to make moving shadow... :)

It's in world space. It takes actor's world position, adds the values to it, and that's the resulting light position. It's affected by actor's scale, though.

One more question.:)

How is it affected by scale? Do I need to multiply LightPosition components by scale and then add actor position to get resulting LightPos?

Technical forum / Another bug?
« on: October 13, 2006, 06:54:54 PM »
I've found another problem with setLightPosition.
If LightPosition uses world space transform, then it looks like X and Z parameters gets swapped when they are passed from script. I mean - when I call SetLightPosition(x, y, z) the shadow looks like I've been using
SetLightPosition(z, y, x) (I've written daemon script that prints actor3D coordinates as well as lightPosition coordinates to check this).

Is this a bug?

Pages: 1 [2] 3 4

Page created in 0.169 seconds with 23 queries.