imported_peterigz
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imported_peterigzParticipantHi Ziggy, there’s no real dependency on dx9 as such, I just implemented dx9 for anyone that wanted to use it, so whilst you need dbs.mod to compile the module, you don’t actually have to use dx9 if you don’t want to.
I keep meaning to remove those debuglog entries as they annoy me too lol. I do it for the next update 🙂
imported_peterigzParticipantInteresting, thanks Ziggy. I use Vista without issue here, it stores the tmp folder in the VirtualStore folder. I’ll have to take at look at setting up a folder in the users folder or something, it’ll make things tidier anyway I guess.
imported_peterigzParticipantHi Ziggy, it does just use standard max2D commands. Assuming minib3d has no issues running along side Max2d then I can’t see any reason why there’d be any problems. The module is completely free under the MIT license so feel free to download and try it out with one of the sample effects libraries that come with the editor, or there’s a few more you can download on the emitter forums.
Thanks for the comments on teh editor, glad you like it! 🙂
September 12, 2009 at 10:23 am in reply to: Thanks for TimelineFX tutorial in BlitzMAXCoder 2! #3504
imported_peterigzParticipantIncidentally, the final part of the tutorial will have animated asteroids. I could do with adding a few more getters and setters and documenting it a bit more though.
imported_peterigzParticipantGlad you liked it 🙂
I will add it to this site soon once the next issue is out, which will have part 3.
imported_peterigzParticipantWell, if there’s no issues I may as well do that today.
imported_peterigzParticipantI have a MacBook with an NVIDIA GeForce 9400M I think. It’s not bad, quite pleased with it so far 🙂
imported_peterigzParticipantHi Mic, thanks for the feedback! No fps counter is available in the editor although I guess I could add one somewhere. Depending on your graphics card some of the example effects will be slow due to fill rate demands more then then anything. On my Mac I’ve noticed that playback isn’t as smooth as the Windows version for some reason, but that’s just down to the GUI, there’s probably still some things I can tweak.
imported_peterigzParticipantThat’s good to hear 🙂 We got there in the end!
imported_peterigzParticipantahh yes thanks. Graphbeziers is a new mod, but I forgot that by default SVN doesn’t include .a files which is what that error message is about. I just uploaded a new version, or alternatively you can fix the problem by going into the blitzmax/bin folder on the command line and doing a makemods on rigz.graphbezier:
bmk makemods rigz.graphbezier
imported_peterigzParticipantAnother update here: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditorSetup.exe
This now renders a few dummy frames first before rendering the final animation, it also does a couple more things to hopefully make things more reliable.
imported_peterigzParticipantOk thanks. It looks like we’re almost there then, I could probably render a dummy frame first before doing the full animation and hopefully that might fix the problem for good then 🙂
imported_peterigzParticipantok, fingers crossed. This works on my vista machine so let’s hope it works on yours now. I could easily recreate it on mine by ending the desktop window manager process. The problem seemed to be something to do with the effect preview in the main window interfering with the animation window preview. Anyway download is here: http://www.rigzsoft.co.uk/files/TestFiles/TimelineFXEditorSetup.exe
It still creates a log file, so let me know if it works and and I can switch of the logging and make it an official release (i hope!)
imported_peterigzParticipantOk, cheers GfK, I’ll look into that.
imported_peterigzParticipantHey, I just recreated this problem on my PC completely by accident lol. Windows booted up and the desktop manager crashed (the aero part of windows) and now the same happens on mine. So it might just be a little easier to fix now. I’ve gotta go meet someone down the pub but hopefully can have a proper look when I get back.
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