imported_peterigz
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imported_peterigzParticipantYeh, with the thing I was saying about copying the texture out to the border I was referring to how timelinefx should be adding the border. And yes ignore what i was saying about clamping I was definitely getting confused there! 🙂
Anyway, almost all those features you mentioned in the first post are in now and ready for the next update, I’m trying to test it a bit before I release.
imported_peterigzParticipantHello, gif export is in the next update coming soon, I’ll try to add jpg too, although bear in mind that there’s no alpha for jpg.
Hope that helps! 🙂
imported_peterigzParticipantWith regards to to the border, should you not just copy the pixels out to the edge (depending on the amount of border) ? But then if you do that it would lose its seamlessness? The same would happen if you copied from the opposite edge if you had a larger then 1 border. I think anyway… I might be getting confused (which I probably am!) but I’m starting to think that borders are only really useful for tilemaps, whereas this is just creating seamless textures which could be sorted by clamping uvs? or something…
imported_peterigzParticipantNot without a lot of extra work unfortunately. This is coded in Blitzmax which doesn’t have render to texture ability, so I’d have to implement my own function. If I get lot’s of requests for it though I might get around to it 🙂
imported_peterigzParticipantoic what you mean now. There’s probably not a lot I can do about that. To have it the work that way it’d have to render each frame every time you make a change which would impact performance quite a bit. The preview just renders in opengl and only commits to a bitmap once you export. Hopefully it’s not too much of a big issue though.
imported_peterigzParticipantThanks, I’m currently in “update mode” at the moment so I’ll try and stick as many of these changes in as possible, they seem to make sense. It’s always really helpful for me to hear these as I get so used to working with it myself it becomes harder to think outside the box! 🙂
What do you mean with the preview slider btw? I put that in mainly for very large animations where the frame size doesn’t fit in the window, so you can just zoom out to see it all.
I quick work around for the other zoom slider – once you clicked on it you can use the mouse wheel to move 1% at a time, but obviously the buttons would help.
imported_peterigzParticipantI’ve had a quick go at a Tesla effect and attached it with Blitzmax example. My method was to make a line effect, and set the handle to 0,0 so it originates at the mouse pointer (on the effects tab). I used an electric shape with 2 separate emitters and made their angle point in opposite directions, and made sure that they were relative to the effect. They have a short lifetime as you’d expect with electric, plus the fade in and out on the alpha graph, and grow a little in size. I also added a glow emitter for extra effect.
As for implementing in Blitzmax, see example attached. It’s a case of adjusting the line length and angle to point the effect in the right direction. You might want to tweak it so that the effect maybe spawns less or smaller particles as the line length gets shorter otherwise it might look a bit too condensed.
Currently the maximum amount of particles in the editor is 10000. In the module you can set to whatever you want when creating the particle manager, but 30000 sounds like a bit much! There’s only so much you throw at the graphics card every frame 🙂
imported_peterigzParticipanthmm strange, can’t recreate that here so far, can you let me know exactly which settings your are using, and also you system specs?
Thanks!
imported_peterigzParticipantDo you use render tweening? If so are you passing the tween value when drawing the particles. That’s the immediate thing that springs to mind that might be causing it. Or maybe your game camera and setting of the particle manager origin are out of sync somehow?
imported_peterigzParticipantDo you mean one of the mushroom explosions in the explosions library?
I guess I would load in an isometric background of some kind into the editor so I makes it easier to adjust the effect until it looks right. I assume you mean a 45 degree angle as looking from above? I think the key might be in playing about with the blast wave at the base of the explosion so it looks like it follows the floor of the isometric tiles.
I’m not confident I know what I’m talking about though as I haven’t tried anything like this yet 🙂 I might have a go though if I get time.
imported_peterigzParticipantI’ve fixed this and updated the SVN if you can grab it from there. Seemed to be working ok in the tests I made.
imported_peterigzParticipantI’ll add an option in there to increase the number of updates per second.
I’ve thought motion blur before, I’ll take a look and see how easy it is to implement. Thanks for the ideas! 🙂
imported_peterigzParticipantIt’s been a while since I tested interpolated mode so I will fix that tonight, thanks for the example!
imported_peterigzParticipantThanks for the heads up, I didn’t realise IE would do something like that, quite annoying! Maybe I should just upload the libraries as zip files containing the .eff files to avoid confusion in future.
imported_peterigzParticipantHello, I’ll look to add this next update 🙂
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