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Temas - auron

#1
Jad Engine / Material And .hadddd Scripts
07 de Febrero de 2006, 03:39:26 AM
 Hey guys,

Do you think it would be better seperate the material portion of the .haddd files into a seperate material file? Maybe a .material file? That way it would be easier for someone to load the same mesh but with different textures using external files. Of course it would mean there would have to be an extra line of code to specify the material file... But shouldn't be that much trouble if you just put it as Mesh.LoadMaterial(string) right? :D

Another thing is, at the moment, we're creating a material array whenever we want to assign a material to a mesh right? Would it be a better idea to make it a list instead and have users create a single material and add it to the mesh.

Maybe something like this:
HMaterial material = new HMaterial;
HMaterialLayer layer = new HMaterialLayer();
material.AddLayer( layer );
sphere.AddMaterial(material);


That way we can keep adding materials to it without having to worry about reconstructing the array.
Is this feasible or does it cause performance issues?
#2
Jad Engine / Vehicle Physics?
06 de Febrero de 2006, 12:56:08 PM
 Is vehicle physics planned in the near future? :D
And ragdolls maybe?
#3
Jad Engine / Shadow Glitches
06 de Febrero de 2006, 06:13:41 AM
 Hey guys,

What do each of these lines do?

HShadowVolumes.AddToCache = true;
Haddd.Scene.Shadows.UsePCF = true;
Haddd.Scene.Shadows.Shadow_Bias = (value);


I'm testing out shadows now but I'm getting some rather strange graphical glitches when I set AddToCache to true. It causes the shadows of my moving objects to generate inaccurate flickering shadows. Other than that everything's fine.

Also, how do I set the maximum shadow range? because I found that if the object is too far away, the shadow doesn't reach my plane.
#4
Jad Engine / More Questions...
05 de Febrero de 2006, 07:43:04 PM
 Yet some more questions... I hope I'm not getting annoying...  :lol:

I was playing around with the physics on an open area and I noticed that if objects reach a certain height or go beyond a certain point, it freezes and doesn't move anymore. Is there some way to increase the size of this "freeze boundary"?

Also, do rigid bodies have an adjustable Bounce variable? That way, for instance,  I could create a bouncy ball.
All I could find on the HRigidBody object was LinearDamping and Mass.
#5
Jad Engine / Exporter Problems
05 de Febrero de 2006, 01:11:14 PM
 Hey guys,

I'm having some trouble exporting my 3DS files to .haddd format. I tried running the sciprt but nothing happens.
Is there anything I'm missing?
#6
Jad Engine / Height Maps
05 de Febrero de 2006, 08:48:03 AM
 Was just wondering if Haddd supports height maps?
#7
Jad Engine / Meshobject.visible
05 de Febrero de 2006, 08:28:51 AM
 Hey Haddd,

I was playing around with the MeshObject.Visible property.
The engine wouldn't render the cube if it is to false right?

I tried it on the Tutorial 1 demo and it doesn't seem to work.
The cube still shows even after doing this

Haddd.Scene.MeshObjects["room"].Visible = false;

I tried putting it in the Initialisation portion of the code and in the Action part as well but it doesn't work.
#8
Jad Engine / Mesh Issues
02 de Febrero de 2006, 03:54:46 PM
 I was playing around with the loading/creation of meshes and I realised that all the loading is done before Haddd.Begin()

It was possible for me to load or create the mesh after I called Begin() but the problem was that it wasn't affected by the lights created before it and had some clipping issues as well. Is this a problem?

Another thing I'd like to find out... In the tank tutorial, after loading the tank mesh, I can't get the reference of its mesh by its name but if I go by index, like Haddd.Scene.MeshObjects[0].RotateStepX(), it only rotates a part of the tank. Is it possible to group meshes together and reference them as a whole?  
#9
Jad Engine / Input Handling
02 de Febrero de 2006, 06:29:57 AM
 Hi,

Not sure if anyone has posted this before cos I can't read a lot of the posts... I don't speak spanish... =)

Is it possible to customise my input behaviour?
Like to override the standard FPS camera style and implement custom camera controls?





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