imported_peterigz
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imported_peterigzParticipantI’ve been on the look out for any open source libraries for that format but they seem quite elusive. I’m hoping maybe a library like freeimage can pick up on it, unless your aware of any I’ve missed? ๐ This would be a great addition.
imported_peterigzParticipantThanks, glad you like it! ๐
imported_peterigzParticipantOk thanks, I’ve got a few ideas to make autofit work a lot better/quicker anyway so hopefully that will be in the next update ๐
imported_peterigzParticipantThanks, I’ll check it out and fix it for the next version ๐
Meanwhile, did you try using Import Library from the file menu? That will load a library and let you choose which effects to import to the currently loaded library.
imported_peterigzParticipantSorry, I missed your post there, but glad to see you got it sorted anyway ๐
imported_peterigzParticipantExcellent! Nice effect, and great music (as usual ๐ )
imported_peterigzParticipantWhich width/height settings are you using specifically? And are you saying it only messes up when you actually export, or that autofit just doesn’t work before that?
Thanks!
imported_peterigzParticipantok thanks, I’ll take a look ๐
imported_peterigzParticipantDo you mean is there a way to start playing an effect from a certain point into it’s simulation? If so then yes, you can use AddPreloadedEffect(). Example of use:
MyParticleManager.AddPreloadedEffect(MyEffect,30)
That will add MyEffect to the particle manager and start it 30 frames into the simulation. Hope that helps! ๐
imported_peterigzParticipantGood catch! This check was in the editor but not in the module for some reason. It’s fixed now and available via SVN, or if you didn’t fix it yourself already, just replace the function loadfolderxmltree in timelinefx.bmx with:
Function loadfolderxmltree(folderchild:TxmlNode, sprites:TList, effects:tlEffectsLibrary, compile:Int)
Local effectschildren:TList = folderchild.getChildren()
If effectschildren
For Local effectchild:TxmlNode = EachIn effectschildren
Select effectchild.getname()
Case "EFFECT"
Local e:tlEffect = loadeffectxmltree(effectchild, sprites, Null, folderchild.getAttribute("NAME") + "/")
effects.addeffect(e)
If compile e.compile_all()
e.directory = CreateMap()
e.AddEffect(e)
End Select
Next
End If
End Function
Thanks!
imported_peterigzParticipantOk, I’ve added a new loader function that uses koriolis.zipstream module instead, you can grab it from SVN. I’ve kept it in a separate module: rigz.zipstreamloader so that it won’t encroach on anyone that won’t need it.
You’ll obviously need to grab the zipstream module from here: http://www.koriolis-fx.com/forum/index.php?topic=15.0 (I think you need to be logged into the forum to see the attachment)
So then you can import the following into your code:
import rigz.zipstreamloader
import koriolis.zipstream
and then you just need to replace loadeffects with
LoadEffects2("zip::incbin::effectsmousepointer.eff")
I’ve attached a version of vaders with incbinned effects as an example, see line 446 where the effects are loaded. Let me know if it works ok!
[edit]ok, it was too big to attach! You can d/l from here tho: http://www.rigzsoft.co.uk/files/VadersIncbin.zip
imported_peterigzParticipantAfter having a quick look, I seems to be gman.zipengine doesn’t like incbinned zips. I’ve posted on his forum about it here: http://www.gprogs.com/viewtopic.php?pid=1539#p1539
Meanwhile I do believe koriolis’ zipstream module can do this so I’ll write an alternative load function specifically for incbinned effects. Not right now though as I’m off to bed ๐ but will do tomorrow, shouldn’t be a big job I’d imagine.
imported_peterigzParticipantHi GfK, it’s been a while since I tested but I’m sure it did work, didn’t you even upload an exe yourself with an incbinned effect file at some point? I’ll take a look anyway and see what’s what, maybe it’s being funny about it being in folder or something.
imported_peterigzParticipantAhh yes, an x and y coord for the viewport of the particle manager makes sense, I’ve just implemented your code and updated via SVN ๐ So split screen should be more easy now, nice change thanks.
Regarding the particle detail, you might want to try Effect.SetAmount which will affect the amount of particles spawned in the effect. It’s a percentage value, with 1 being the default, so setting it to 0.5 for example will spawn half the amount of particles. You’d need to do it each time you copy an effect and add it to the particle manager, but at least you could have any arbitrary amount set by some global value or something.
I’ll look into seeing about adding this in as a more built in feature that just affects all effects in particle manager, like ParticleManager.SetParticleDetail(), which would also be a percentage value.
imported_peterigzParticipantI think the differences can be down to a lot of things like GFX card (ATI/nVidia) driver version, windows version etc. I’ve always found OpenGL to perform better for me overall, but directx 7 will always the better compatibility on windows pc’s, which is a shame because that’s the slowest one for me ๐
So does your menu effect run fine for you now then? Those FPS scores look a lot better anyway…
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