Search found 98 matches

by Lexicon
Sat Apr 26, 2014 6:04 pm
Forum: 3D Programming
Topic: CreateLensFlareEffect
Replies: 6
Views: 2879

Re: CreateLensFlareEffect

applePi wrote:ie :
depth_write off
depth_check off


but change depth_check off to depth_check on
and it works okay
Thanks. I'll try it.
by Lexicon
Sat Apr 26, 2014 6:24 am
Forum: 3D Programming
Topic: CreateLensFlareEffect
Replies: 6
Views: 2879

Re: CreateLensFlareEffect

may be you need the line " depth_check off " or " depth_check on " after "depth_write off ", i never tried lensflare before
look the LensFlare.material here:
http://www.ogre3d.org/forums/viewtopic.php?f=11&t=65630
there is material LensFlareHalo , material LensFlareCircle, material LensFlareBurst ...
by Lexicon
Sat Apr 12, 2014 9:09 am
Forum: 3D Programming
Topic: CreateLensFlareEffect
Replies: 6
Views: 2879

Re: CreateLensFlareEffect

Samuel wrote:In your material script instead of depth_write off try depth_write on.
No, Samuel. Not solved. :(

http://radium3dengine.com/img/shot_2014 ... -58-58.JPG
by Lexicon
Fri Apr 11, 2014 2:59 pm
Forum: 3D Programming
Topic: CreateLensFlareEffect
Replies: 6
Views: 2879

CreateLensFlareEffect

Hi!
My LensFlares is under terrain and over the objects. :|

Image
http://radium3dengine.com/img/shot_2014-04-11_19-43-31.jpg


CreateNode(5, 0, 100, 0)
GetScriptMaterial(5, "PE/lensflare")
GetScriptMaterial(6, "PE/ringflare")
GetScriptMaterial(7, "PE/ringflare2")
CreateLensFlareEffect(5, CameraID ...
by Lexicon
Mon Mar 31, 2014 7:28 pm
Forum: Game Programming
Topic: Normal maps in Ogre?
Replies: 27
Views: 21627

Re: Normal maps in Ogre?

Samuel wrote:In the past I've used OgreXmlConverter to add tangents to my meshes. It's pretty easy, but it can be time consuming if you have a lot of meshes to alter.
I believe that will be around a thousand.
by Lexicon
Mon Mar 31, 2014 7:09 pm
Forum: Game Programming
Topic: Normal maps in Ogre?
Replies: 27
Views: 21627

Re: Normal maps in Ogre?

I believe you need to give your mesh tangents. After you create your mesh try BuildMeshTangents(#Mesh) .

I also think Parse3DScripts() needs to go after your Add3DArchives, but before you load the material script.


Add3DArchive(PathToScripts$, #PB_3DArchive_FileSystem)
Add3DArchive ...
by Lexicon
Mon Mar 31, 2014 3:04 pm
Forum: Game Programming
Topic: Normal maps in Ogre?
Replies: 27
Views: 21627

Re: Normal maps in Ogre?

Nice work!

But...

Code: Select all

    ;LoadMesh(0, "sphere.mesh")
    
    CreateCube(0, 8)
    GetScriptMaterial(0, "Normalmap")
    
    Parse3DScripts()
    
    ; Create a cube
    CreateEntity(0, MeshID(0), MaterialID(0)) ; #PB_Material_None)
... and nothing. :( Why?
by Lexicon
Wed Mar 19, 2014 8:10 pm
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

I can prepare my pb-code and resources and send you. Could you see it?
by Lexicon
Wed Mar 19, 2014 11:54 am
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

Hi, mates! :)
All are fine with Additive (and Modulative) type of shadows, but it was without NormalizeMesh()! When I put this command after FinishMesh(#True), my terrain disappears.

With TextureAdditive type and without NormalizeMesh() my terrain have this view:

http://radium3dengine.com/shot ...
by Lexicon
Sat Mar 15, 2014 12:22 pm
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

because then you need to download and install the Visual C++ Redistributable for Visual Studio 2012 ( just 7 MB) http://www.microsoft.com/en-gb/download/details.aspx?id=30679
don't forget to check on vcredist_x86.exe on the second page.
but since you and me are working on winxp 32 bit. i don't know ...
by Lexicon
Fri Mar 14, 2014 2:35 pm
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

have you downloaded the sdk which are refered to by the arrow:
http://s30.postimg.org/nocbxcl3h/ogre19.jpg
surely you have the vc++ 2008 run time files because you are able to run the files i have posted which are they made for vc++ 2008 (ie vc9)
this is the path for my files:
C:\ogre\ OgreSDK ...
by Lexicon
Fri Mar 14, 2014 1:54 pm
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

i find that drag and drop your mesh file over the OgreXMLConverter.exe icon will run it in a command prompt then it will convert your mesh to xml. but the command prompt will close immediately.
No, OgreXMLConverter.exe from your link is working. But the same file from Ogre official site is not ...
by Lexicon
Fri Mar 14, 2014 10:34 am
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

applePi wrote:EDIT: here is the OgreXMLConverter.exe + OgreMeshUpgrader + OgreMain.dll taken from the above sdk, it may needs visual C++ 2008 run time
http://www.2shared.com/file/kMaChobH/Og ... erter.html
It's working fine! :shock:
by Lexicon
Fri Mar 14, 2014 10:30 am
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

1. Downloading SDK
2. Extracting
3. Copy to C:\OgreSDK
4. Run OgreXMLConverter terrain_01.mesh
5. Error executing program
6. Run OgreXMLConverter
7. Error executing program

WinXP 32 bit

:(
by Lexicon
Thu Mar 13, 2014 9:45 pm
Forum: 3D Programming
Topic: Custom terrain by MeshVertextCoordinates
Replies: 36
Views: 13796

Re: Custom terrain by MeshVertextCoordinates

What version of OgreXMLConverter are you using?
I think most versions of Ogre have had changes to their mesh format. If your using an older version of the converter it can't understand the newer mesh formats.
I have OgreCommandLineTools 1.7.2 and last time I checked it was working. It has been a ...