Search found 17 matches

by Preludian
Wed Jun 28, 2006 6:14 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

Yep, Hex2 is great, AO isn't needed anyhow. What I do is to save as obj, then import into xsi, do all I want (anim or lightmap) and export it with the XSI-Ogre exporter, works like a charm. Hoe we don't have to wait tooooo long until we get Ogre 1.2.
by Preludian
Tue Jun 27, 2006 4:43 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

:cry: :cry: :cry: Even DAZ told me that my GraCa was too old for the AO in Hexagon2 :( :( :( I'm glad it works for you though, but funny thing is that the Ogre demos show no faulty behaviour, maybe it's because 1.2 has enhanced compatibility??
Thank you very much for testing !!
by Preludian
Mon Jun 26, 2006 7:46 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

@Thalius: Did you have the chance to try my code out, if you have shadows on terrains, you can simply change the meshes to standard robots...
by Preludian
Mon Jun 26, 2006 6:06 pm
Forum: Game Programming
Topic: Collision Sprite3d Alphablending
Replies: 21
Views: 7764

@Thalius: Sorry, I don't quite understand what you wrote, is it the same thing I wrote but in other words or am I missing something crucial. :?:

To recapitulate, I have a png without mask, but I saved it with transparancy disabled and a black background instead in PS Save as Web.

Then I deleted ...
by Preludian
Fri Jun 23, 2006 10:53 pm
Forum: Game Programming
Topic: Collision Sprite3d Alphablending
Replies: 21
Views: 7764

Huray! I have found a way :)

I simply had to save the image as an png WITHOUT transparancy but with a black background.

Then I had to take #PB_Sprite_AlphaBlending out and voilà, it works perfectly.
LoadSprite(0,#ResPath + "\Eichung.png", #PB_Sprite_Texture)
Of course it's a workaround, because ...
by Preludian
Fri Jun 23, 2006 3:26 pm
Forum: Game Programming
Topic: Collision Sprite3d Alphablending
Replies: 21
Views: 7764

@netmaestro: I know, but this would mean much more work and memory usage. I'd prefer not having to do it this way. Unfortunately I had to crop the sprites to a minimum for the collision to function, but now I do not have 2^x Sprites and I heard that even some newer ATI cards had problem with this ...
by Preludian
Fri Jun 23, 2006 10:59 am
Forum: Game Programming
Topic: Collision Sprite3d Alphablending
Replies: 21
Views: 7764

Unfortunately not ;( I have a masked PNG file. And even the nicest mask doesn't help. If you want I can send you the file to see for yourself if you don't believe me?

Edit: I just sent you an email (support@....) because I'll be home later on again and in case you would like to have a look ...
by Preludian
Wed Jun 21, 2006 8:37 am
Forum: Game Programming
Topic: Collision Sprite3d Alphablending
Replies: 21
Views: 7764

No, you're right. A new collision based on the alpha component would be better in this case (for example with a defined level above the which it collides).

Hi Fred, I had hoped this would have been implemented in PB4, helas nogo yet. This is very annoying as not all sprites are simply square. I'm ...
by Preludian
Fri Jun 16, 2006 11:10 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

Oh my, is my GraCa so old ;) four+ years only :) Funny thing I don't have these problems with games, ok it may be slower than on a new card, but it looks great. I tried the ogre demos and they all looked fine too. Unfortunately the Ogre terrain is without shadows :) but the other demos look really ...
by Preludian
Thu Jun 15, 2006 7:49 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

:shock: looking great. Putting WorldShadows right before the loop instead of the beginning helped alot. BUT it gets so awfully slow now in window mode and even crashed in fullscreen mode. I have the latest driver and didn't encounter any problems with my GraCa yet (GForce TI4200) Is it my animated ...
by Preludian
Thu Jun 15, 2006 1:27 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

Well no, it doesn't work, do you have the the dll from the PB4, or do you have another one? Maybe you could send me the working source to examine?
by Preludian
Thu Jun 15, 2006 12:15 pm
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, merci beaucoup, je suis vraiment trop bete ;)

But I am even more studid I'm afraid :oops: because I don't understand why. I have a point light at the postion of the camera x2000,y2000,z2000, if it were a spotlight and it would point elsewhere than ok ...
by Preludian
Thu Jun 15, 2006 10:46 am
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

oh shiesh, what a pitty :(
And wha about the orthographic and perspective mode in Freds' shadow.pb? Is it a bug or what is wrong?
by Preludian
Wed Jun 14, 2006 12:25 am
Forum: Announcement
Topic: Ogre 1.0.3 Beta available for testing
Replies: 157
Views: 64881

oh jesus, such a long a time and no reply :shock: tststs 3d with pb is well in its child-shoes ey :wink:

Another prob, if I change Orthographic to Perspective in Freds example I have no shadows anymore. Why is that??
by Preludian
Fri May 05, 2006 9:57 pm
Forum: General Discussion
Topic: PB and 3D
Replies: 102
Views: 27476

Fred wrote:That's what i call a constructive comment, thanks.
I must thank you! for all your work and commitment. Having a developer willing to listen, learn and accept the needs of its users is more one can hope for.