The following settings allow you to import the specific area. It only works if you keep the tiles the same size. I am not sure if there is another way.
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Open a TicketThe following settings allow you to import the specific area. It only works if you keep the tiles the same size. I am not sure if there is another way.
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If you have your text formatted somewhere you could check the lenght of one line and therefore know the width of the box. If you use the text blitter object you know how many pixels each character has and then resize the frame. The height of the box could be determined by the number of lines that your text has. This way you will know the exact size of the text block.
Another idea: create an invisible 1px object where the text starts then blit the text. After that create another 1px object when text is done. Coordinates of those two objects define the rectangle. This only works if the last line is the longest otherwise define your own new line and remember the x position.
Here you go, but I am not entirely sure if this is the exact thing you want.
Use quick backdrop with the grid gfx on a layer that you turn on and off. Quick and Easy.
he posted the rest on discord also
here you go:
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I hope its ok to post here, if not then please remove my post. Thank you.
I tried DX9 and DX11 on your example and they are identical on my side. Nvidia card here.
Thank you NaitorStudios, after extensive testing I found that your version allows me now to switch to DirectX11 with my application which is great! Some of my older problems also vanished as I can use more recent shaders now!
Thank you! I will try your version. I used the one from here: Please login to see this link.
I highly recommend to not create any fake screens just to pass time. If you game needs a level buildup at runtime you can position your camera somewhere off screen showing some progress bar that acutally does something. Loops and stuff tend to freeze the app so you cannot update the bar so you need to have some break time to change text/progress etc.
simple pseudo code
always add +1 to Loadingbar
Loadingbar= 20 start loop x
Loadingbar= 40 update bar/text
Loadingbar= 60 start loop y
Loadingbar= 80 update bar/text
repeat this until you are satisfied with the result.
Once the end is reached you can move back the camera to the player frame.
If you want you can combine this with picture(s) and text(s) giving a small introduction to the story, level what so ever. So while ppl read the level intro you are loading the level not forcing the player to wait for a countdown.
Sorry for double post but I cannot edit my post. I found that those limits are the only difference based on the selected runtime.
DirectX9: 0.00011 is the minimum float value I can use
DirectX11: 0.006 is the minimum float value I can use
If anyone has any idea why, please enlighten me. Thank you
Hey, I need some help or someone with more knowledge about shaders.
So I downloaded the port of heat haze and changed the application to DirectX 11.
I applied the following settings:
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It is set to the base layer in an 853x480 application. In DirectX9 I get a very subtile heat effect. If I switch to DirectX11 the effect is gone. The problem is not the effect itself, it works well but the problem are the texel values.
If I change the settings from 0.0002 to 0.006 the effect works again but is so rough that I cannot use it. 0.005 disables the effect as well as any value lower.
If you wanna try for yourself try to original example that comes with the ported shader. Set it to DX11 and change the texel values.
Any idea would help as I really want to use DX11.
Thanks!
I am pretty sure that the 260 character limit is a Windows thing. I am using Windows 11 right now and if you have a lot of subfolders with long names you are unable to move or delete files. You need to rename folder/files to be within that limit.
What is the exact name of that extension? I cannot find any "chart" extension, not even in the manager.
2048x2048 tile size should be both around 16MB in RAM and GPU RAM
so 10240 x 4092 = 10x16MB = 160MB for just the backgrounds (do not use 10000x4000 in size, always use power of two for any size if DirectX mode is on: Please login to see this link. )
CPU integrated cards usually use at least 256MB of system RAM if the PC is not straight out of stone age. Cheapest Geforce (40€) has dedicated 1GB memory, older cards used to have 512MB). Most gamers will probably have 2-4gb GPU memory cards. That should give you 10 years straight backwards compatibility.
You should install the latest updates in fusion.
Just an idea from your example: have you tried to cut the object down to 1 pixel height objects. The gradient effect can be achieved with animation or color/brightness change. Distortion can be achieved when you align the slices in an angle when required. See picture without the spaces, they are just for illustration.
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This is what I get.
1. On the sub application object go to runtime options and untick "create at start".
2. You need to have those extensions also in your sub application program (and setup properly), otherwise it will not work.
3. Use jump to frame condition.
Please login to see this attachment. This should work.
Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)