Dreamotion3d (and PhysX) continuation...

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Psychophanta
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Post by Psychophanta »

Comtois wrote:@Psychophanta, do you remember this one ? :)
Of course, i do :wink:
http://www.zeitgeistmovie.com

while (world==business) world+=mafia;
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Post by tmyke »

Maxus:
And how animate B3D Entity???
For animations, it will be necessary to await Christmas I think…
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Post by Shannara »

Any chance on answering the PhysX question?
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Post by tmyke »

sorry not to have answered.
There needs to install neither of card nor of drivers, just the module, that's all ( with Dreamotion3D module of course)
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Post by Maxus »

tmyke wrote:Maxus:
And how animate B3D Entity???
For animations, it will be necessary to await Christmas I think…
Well and about parameters by default???

And I liked this engine.
Sorry my English, I'm Russian
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Post by tmyke »

I your question does not understand :(
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Post by Maxus »

tmyke wrote:I your question does not understand :(
At import of functions from DLL, it is necessary to apply parameters by default.
For example:
At you in a code:

Code: Select all

Import "dreamotion3d.lib"
     DM_LoadEntity.l(filename.s, *parent.CEntity, lod.c)
EndImport
And it is necessary:

Code: Select all

Import "dreamotion3d.lib"
     DM_LoadEntity.l(filename.s, *parent.CEntity=#Null, lod.c=#False)
EndImport
Then it will be possible to use such commands:

Code: Select all

Entity=DM_LoadEntity("MeEntity.b3d")
And now it is necessary to write superfluous parameters:

Code: Select all

Entity=DM_LoadEntity("MeEntity.b3d",#Null,#False)
Now it was clearly expressed???
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Post by tmyke »

Yes, I understands better what you want to say.

For the moment, it is necessary to enter all the parameters.
But I will update the file “Dreamotion3d.pbi” so that it integrates the default settings.
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Post by Maxus »

Please give me Examle shader in Dreamotion3D, for BUMPMAPPING!!!
PLZZZ!!!
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Post by tmyke »

In the Package, there are a sample with paralax mapping, if you want.
It's a good example. But there are some probleme with ATI 9XXX serie.
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Post by Cyan »

tmyke
Comment apprendre les coordonnées DM_CameraPick() sur les modèles?
DM_PickedXYZ() seulement pour la Terrain?
:D
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Post by tmyke »

DM_PickedXYZ(): yes is only for terrain engine.

In the function DM_CameraPick.l(*camera.CEntity, x.l, y.l), 'x' and 'y' is for exemple MouseX and MouseY
coordinates on the screen. In the MD2 sample in the package, you are these lines:

if MouseButton(#PB_MouseButton_Right)
*mesh = DM_CameraPick(*camera, MouseX(), MouseY())
If *mesh<> Null
DM_TranslateEntity(*mesh, 0.0, 10.0, 0.0)
EndIf
EndIf


this function returns the entity found after a ClickMouse in the screen. If not found an Entity, return #Null.
Also:
DM_PickedEntity.l() : return the last Entity 'picked'
DM_PickedTriangle.l(): return the triangle on the mesh of last Entity picked
DM_PickedDistanc.f(): return distance between position of the observer and last Entity 'picked'

Iif you want the co-ordinates on the model 'picked', the function DM_PickedTriangle()
it's a good alternative.
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Post by Cyan »

Iif you want the co-ordinates on the model 'picked', the function DM_PickedTriangle()
it's a good alternative.
For example, how to be with a decals if I do'nt know coord's of 'Pick'?
These functions are very necessary, add them please.
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Post by tmyke »

instruction add like DM_PickedU() and DM_PickedV() ?
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Post by Cyan »

instruction add like DM_PickedU() and DM_PickedV() ?
Get of texture coord's? It would be cool!
But
DM_MeshPickedX()
DM_MeshPickedY()
DM_MeshPickedZ()
add like too.
For example - position the particle emiter for various effects (blood, sparks and etc)
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