Type: Posts; User: LazyCoder; Keyword(s):
It should use up the same amount of cpu...
Why are you choosing to use the alpha channel object over a regular active object? It's really only been included so apps made in MMF1.5 can be opened in MMF2.
Yes, Dead Space for PC for example, VSYNC turned on adds about a half a second of delay.
Grab desktop at start doesn't work... I've said that like 3 times... just making sure someone heard it (cause I never got an acknowledgment).
What about 'grab desktop at start' not working? I'm on vista BTW.
'Grab desktop at start' doesn't work. Just shows a solid white background.
You get the angle by using the 2 different vector components xVel and yVel. You divide yVel by xVel, do the arctangent of that, and add 180 if yVel < 0.
xVel and yVel are just vector components. ...
Well first of all, I'm going to tell you what I tell everyone else: don't ever try to do ANYTHING out of the ordinary with the built in movements.
What you're going to need to do is have 2...
Easiest way would be to have a very small app be the one the user opens, which opens the main .exe file.
Or what you could also do is have the first frame be the 400x400 image, and just have a 'at...
Oh so the boss jumps into the air, and for some reason starts slowing down in mid flight? Well to do that, all you have to do is something like:
XBoss = ((XBoss*n)+XPlayer)/(n+1) where n is a...
So does the velocity change while they are in the air, or does it just initially change based on the distance when they first jump?
Basically, you just set the velocity to the distance divided by...
To my knowledge, the whole click family of products has undergone extreme scrutiny from overzealous antivirus software.
My advice? Switch to McAfee. (But DO NOT go near Norton, those crazy a...
Audio shouldn't be a problem. They're handled separately from the video.
Woa woa... it's not showing the disk drive? It always shows it, even when there's no disk in the drive.
If the drive isn't showing up, then you've got bigger problems than the mmf2 disk not...
Well, yes, it is definitely fast enough... but the main problem you're going to run into is that when you rotate a rectangle, there'll be gaps at the corners.
Well I don't have a 64 bit OS but I remember hearing something about a compatibility option for 32 bit programs or something... I really have no clue otherwise.
Simulate it for WHAT? You haven't given us any information. Oh well the gun points down. You haven't told us what that has to do with anything!
I think he meant "Why would you want to do that? There's definitely a better way!".
I had already created one of these a long time ago. I kept trying to add more cool stuff to it too, like directional blur and stuff like that. I gave up pretty quickly...
Well that didn't work.
Does anybody else have any ideas on how to get this to work? I know it can be done... my brother and I play COD4 over the LAN all the time.
Well WC3 works fine for me (and my computer is setup to use a static IP address, which is what you were talking about right?)
I do have it setup like that.
And I'm using vista.
Well it managed to get the names of the other computers on the network, but it didn't get the ip addresses. Maybe it's having the same problem that the network object was having that was keeping it...
It's able to get the names of the other computers on the network, but it doesn't get the ip addresses. The list stays empty.
Ok cool! Your help in all this is much appreciated.
Hmm... I think both computers are on the same workgroup. On my Vista machine, I can't get into the xp machine, it keeps saying it doesn't exist or some BS like that. But on the XP machine, I can...
Hi, I'm using the network object to communicate between 2 computers. It works fine when both programs are on one computer. But when I run the 2 programs on separate computers, it doesn't work. ...
nope. I'm just gonna use the network object. I think I know how I can get it to work...
Cool, thanks guys! I think I'll head over there now.
EDIT: Well according to the tutorial, I still need the person's ip address. Isn't there any way to make it just communicate over the LAN??? ...
That's what I'm having a problem with!
EDIT: Is there a way for it to work without needing an online server? I'm just trying to do something over a LAN.
Well ok. I've tried to use MOOclick once before, and I never tried again. Does anybody really know how to use it?
I've been trying to make a small program, and I've run into a bit of a problem. I'm using the network object, and it just doesn't seem to work on some things. Does anyone have any tutorials on how...
Try using the animation object instead. It'll use up a bit more memory, and will be slower, but you shouldn't notice much of a difference unless you've got a LOT going on.
In the event list editor, double click on an objects thumbnail. You can change them there.
Exactly, that's what Dynasoft was saying: you need a vector pass to get speed vectors to apply the blur better.
Last line should be '90-direction' not 'direction+90' and the blur was a bit long (.003 worked for me), but it demonstrated the effect well.
I think SEELE is talking about a blur when you're scrolling.
Nice double post...
Are you talking about the morph thing? Geeze, that thing was terrible. It couldn't handle transparency to save it's life, but I suppose that was all due to the lack of alpha...
Yea, especially with poofy things like smoke puffs and stuff.
But I can't think of why you'd be having this pixelation in HWA mode, the graphics card won't pixelate it unless that's it's only...
Oh for that... umm... range = range? lol.
If you want graphical rings around it, you need to draw the rings to a certain scale (so you would, for example, know that a range of 200 would mean...
One thing I can see a problem with is performance. If you want it to go faster, just take off the square root on the distance formula, and square the range. Square root calculations take a while...
Well first what you'd need to do is rotate it in the pixel shader's code first (and you can look at one of sphax's shaders to see how that's done). So it's really almost all copy & paste.
Not without editing the pixel shader.
What are you talking about following its angle? If you mean making it so it rotates first, then applies the shader, what you could do is make the rotation part of the pixel shader.
I use avi files. But that's usually not what matters. What matters (IIRC) is how big the filesize is. I use the xvid codec, which is free, and it is almost as good as divx.
Not optimized, but still runs (but slower than w/o HWA). Size w/o slowdown depends on the computer, but you should be able to pull off 1024x768 pretty easily.
Nah man, only up to 48x48 in there.
You can't have other sizes of icons right now, but I'd be willing to bet that the next release might have that ability. (*Pokes Yves*).
YEA! I think Yves WANTS us to suffer! YEA that's it! He's INTENTIONALLY making us wait! YEA!
Seriously guys, calm down... you all paid for MMF2, NOT HWA, for a freebie you all seem to think...
I seem to recall having a similar problem. Try moving the 'only one action when loops' to the 2nd highest position (right below the 'event'). I could be wrong though...
I am completely clueless...
Nah, frame size sets that size, and the window size sets the size of the screen. I don't know what Virtual Width/Height is... used to... but forgot it.
I think he means that the collision box is changing size based on what the player looks like... which shouldn't be. You need to have ONE collision box for each state (standing, crouching). You...
RGB coefficient is basically how much that shader will affect the original image.
You just tore though my joke man... I'm just tired of posts that ask questions in an extremely vague way.
Another way you could do the fog of war is using the overlay object. Simply clear it with...
What exactly are you having trouble with?
Well... I don't know what the problem was... I just know it no longer matters... I've included a fixed version.
Next time you post a whole bunch of questions, you really should number them to make it easier for us to reply to.
For jumping, you just need to have a y velocity value. When the player hits the...
Eh... not necessarily.
Basically, you could just keep creating copies of the object (or a similar object, and set it's frame to match that of the original object), then just keep fading that out.
Does the alpha channel even make a speed difference? I thought it just converted the transparent color images to alpha channel images anyways.
Just use the high quality. In HWA it's all the same.
There's more to a particle system than just stacking up thousands of actives and making a really huge glow in the middle, at least that's what I saw.
Part of the work is also getting a decent...
I think he means at runtime.
I think it'd be a really cool idea to have HWA picked per frame, instead of per game.
If he said he needed a parabola, I assume that's because he needs some sort of projectile-like motion (which from my experiences has been very difficult using bezier curves).
If you want to get...
I think he means that it would be easier if we were having to do a whole bunch of images (and for some reason or another cannot use the alt+click method).
Now there's a great idea! LMAO
Replacing something called explorer.exe with something made in MMF2, what could go wrong?
I'm sorry, that just struck me as really funny.
LMAO! OMG I think that's my tutorial!
Well I guess that really depends on your coding.
And by 'stop' do you mean the character stops its animation, or it stops moving?
No... it's designed to allow us more graphical applications. Lag is caused by crappy connections, crappy programming, crappy computers, or some idiot trying to have thousands of particle effects in...
Or you could just get the difference between the two angles, and if it's greater than 180, set the torque to (angleDifference - 360)/ speed
where 'speed' is higher for smaller increments.
And you're sure you're using the variable name, not the user-friendly name?
Pretty much the same way. It should be pretty easy to find.
*Heart Stops* Blu ray version? You mean we'll be able to play mmf2 apps on a bluray player??? OH that would be sweet! (I guess 'would' should be 'will').
248 is the java one right?
It's been 4 months. I just want to know what's going on.
set x position to (x position + screen width) mod screen width.
Both the Mode 7 object, and the 3d mesh object are not HWA-enabled.
I second that BrandonC. Although, half the time we probably wouldn't have any idea what they're talking about.
For the shaking, what I'd do is I'd have a global value called the shakeValue. Whenever a meteor hits, add... oh let's say 100 to that value. Then you move the screen to: (subtract 1 from...
I thought it cleared out the values created in the shader after every pixel it loops through...
Wow, what are you talking about? Your PC is either really bad, or you're blind, or your not actually moving the framerate cap. One of these have to be it, because the shear amount of beautiful...
IT'S PWN! (pronounced pown, own with a p, it started because of a typo in one of Blizzard's games.)
Quicktime VR files are not animated.
I could give that a shot. It might be a tad bit slow though.
I just really wish I could get a pixel shader to work...
Hi, I need an extension that can display 360 degree panoramas (look all the way around, left to right, and top to bottom, like in Myst 3 and 4).
The way it works in Myst IV (not sure about 3) is...
Well... even if there was a way to do that... bear in mind that with most people who have dual screens, the sizes aren't the same.
In MMF2, plugins are called extensions, and they are written in c++.
All of those languages can be used in MMF2 in some way.
There are extension 'objects' for LUA, DLL, .NET (C# and vb.net).
That was awesome... even though I couldn't beat 'Piss Weak'.
Oh I see what you're saying. Just use spread value. If you can't get that to work, PM me and I'll help you get it up and running.
You ought to give the physics object a try for that.
Delete them in the events, save the project, close MMF2, open up the project again. Presto! Just like magic ain't it? :)
I've heard of a few other features as well:
- Motherboard melt (step up from an IP ban).
- Realistic pain synthesizers (so you can really feel zombie bite-marks on your face)....
Umm... May 1st right?
As I'm sure all of us have noticed, the next HWA beta has been taking quite a long time. That says to me that there is a lot that's been done on it since the last release.
I'm not asking for when...
While that would be nice, it would require hurdling some legal obstacles first. For instance, if you make a freeware game that uses the xvid codec, you cannot distribute the codec with the game, you...
If you want the axis system to work similar to the direction system (0 degrees on the right, 90 degrees on top), then do:
X = X + Cos(angle) * speed
Y = Y - Sin(angle) * speed
With this you...
But I have 2 very new video cards. (ATI Radeon HD 3870).
Oh and also, some of the blur ones don't show up: blur, blur borders, and sharpen. (I don't know about the ones that are not in the blur...
Real blur doesn't work (just turns my object into a 0 alpha blank thing).
The description for night vision is the same as for sepia tone.
Could you make a directional blur? It would need to have...
Yea it doesn't work for me either.
You forgot to include leaf.png. In the application properties, choose 'include external files'.
Ok, here's the problem. MMF2 isn't quite working how you'd think it would. It can't quite tell...
Exploding balls? That sounds very painful!
I thought simple and fast was the definition of practical.
You sort of can. What you can do is apply a pixel shader to an object, then apply another to the layer the object is on. It's not quite the same, but it's still something.
You should tell Yves about this.
Well really, all I need is a way to test if a resolution is usable. All I'd have to do is test it, if it doesn't work, then remove it from some huge list of resolutions. It's a 2d game so there...
So how do you use this with MMF2?
Yea I always knew that was an option... but I have seen games seem to get a list of valid resolutions. Call of Duty 4 for example. On one of my computers, it goes all the way up to 1920x1200. But...
Do you mean to instantly point at a target, or rotate around a certain amount at a time to face it?
To do the latter, what you need is the advanced direction object, and there is an expression...
It could be fixed up to use multiple lights.
I said ANIMATION object, not ACTIVE object. It plays videos, but unlike the other objects, it can be displayed behind other objects.
And that's a common misconception. Making everything else DOES make it darker, it also makes it so you can see the background through your character.
My goodness! No wonder you can't figure out what's wrong. Your code is an absolute mess!
Instead of doing the 3d effect THAT way, why don't you just use a 3d mesh object. I'm sure it'd be a lot...
Hi, is there any way to get a list of valid monitor resolutions (for an options menu)?
Ummm... guys??? Why has nobody told him about the Animation Object???
For me, this object is just invaluable! I use it all the time for my games!
But just be aware that this is NOT as fast as...
You can't set it to above 100. Sure you can say 200, but it'll just move it down to 100.
100 means that it is playing the animation at the same speed as the framerate. 50 means its playing at...
What do you mean?
Alright! That's EXACTLY what I'm looking for! Thanks man.
Is there any program out there that will check the syntax for you? I've made a pixel shader, but I can't figure out why it won't work. The syntax appears to be correct from my human eyes, but yet...
Oh ok. I was making a directional blur shader, and I was having a 'quality' option that could go up to 500 (but now I think I'll just cut it down to 200).
Well yes I completely agree. I only made this so we can get this sort of functionality until that day comes.
If you want to pile on multiple pixel shaders, if the situation is just right, you...
I haven't been able to find any good docs, but then again, if the syntax is the same, then I probably won't have to look up much of anything.
It's probably exactly the same code as mine. The GPU does all the math work for us, unlike the next PS I'm working on, a rotational blur.
Does the HLSL support for loops? If so, is it the same syntax as c++?
I've made a sub-pixel positioning pixel shader for you all.
It includes an example file.
For those of you who don't know what sub-pixel positioning is: Sub-pixel positioning is a way to make...
That seems really complicated. You would need to have the building made out of chunks, and have it loop through checking if there is something under each level of the building, and if there isn't,...
Use the viewport object. Set it to perspective.
Have they said anything about when the SDK will be updated?
Yea well I'm not sure I could do it seeing as how my knowledge of c++ is poor at best.
Anyone think this guy'd give up the source code for it?
But my game consists of much more than a frame with a movie on it. I'm checking to make sure they have the right video codec so they cannot play the game without it. It's crucial for many parts of...
I don't even think modern technology allows avi files as textures. I'd go for gifs instead. [/quote]
Yea you can do that. That's what they did on Myst IV. They just had some Bink video files...
It would be nice if there was a version of the 3d mesh object which would allow you to have more textures than 2, at least 6. And it would also be pretty cool if it could have an AVI file as the...
I really just need somebody to get me the formulas for this. I've tried making it myself, but it didn't skew correctly. It had a bit of a curve to the edges.
Well ok. It's best left to a vertex shader. And apparently (no admins have given official word) there isn't going to be any vertex shader support any time soon.
But there's got to be a way to do...
Yea so that's pretty lucky. Good old LIJI.
They will only be converted if the original developer is around to do it.
Did you read my post thoroughly? I never said there was a problem displaying the movie. I said the extension I was using to see if the movie was displaying properly doesn't work with HWA, but the...
What would be really handy if there was a way to disable HWA on some frames where it isn't necessary (and more importantly, so object that are not compatible with HWA can run).
For instance, in my...
Yea... where is that Yves guy anyways? *pokes Yves*
Uh... huh... I think he just meant that advanced stuff like that would most likely, if ever, appear in MMF3.
But yea I think it would be great if it was in MMF2 or MMF2.5.
What's a 3d pseudo view??? You talking about pre-rendered 3d graphics?
EDIT: OH I know what you mean. The Mode7ex object can do this, but I can't remember if it's been converted to MMF2 or...
BAH!!!! (darn it)
It wouldn't just be useful for my skewing effect, it would also be very useful for fake 3d effects and shadows (which I guess IS skewing...).
Yea that's what I've been doing.
I don't even need to use l, because in the pixel shader, it treats it like a texture, not an image, so every coordinate ranges from (0,0) to (1,1).
I know what you mean by all that. That's exactly how I was trying to do it, but for some reason the lines are curved, so I assume my math was messed up somewhere.
Why not switch it over to an active object?
And I'd be willing to bet: No.
Are there plans to impelement vertex shaders in MMF2?
I need this for a skewing effect.
That's what it is. I just put the coordinates on the image to show where the original coordinates were.
I don't know when it will be ready because I still need to try to figure out the math for...
Animation speed ranges from 0 to 100, and it is a percentage of the frame rate. If you have vsync on, and you want it to look smooth, then the optimal frame rate is somewhere around 60-65 because...
I can't make this yet because there is no way to get the behind pixel color. But when the functionality is added, I'll make it.
You wouldn't happen to know how to make a skew effect would you? ...
Try re downloading the 2c version. Yves made a slight mistake on the first release of it. It works fine now.
You don't have to look up the name in the .xml file, just look in the 'parameters'...
It's kind of difficult to explain in words. Hopefully this image will explain it better than I can:
EDIT: Oh and yes it...
Is there any way with the 3d mesh object or similar, to sort of paste the animation object as the texture? (I think it's called render to texture or something like that).
LMAO! Good job!
Someone's gotta make the Beverly Hills Cop theme song with this!
Basically what you want is a 3d engine.. although a very simple one (just one cube). But the math is the same.
I heard it's actually quite straight forward to hook irrlicht into an extension (the...
There are many objects overlapping each other in MMF2. I could be wrong, but in order to get the behind pixel, you basically have to remove the object, render the frame, then place the object back...
Yea I figured it would be orthographic. I can just try to apply a fisheye pixel shader to it.
From what I've gathered, active objects are drawn on the screen as polygons. Does the same apply to the animation object?
Assuming I heard correctly that active objects are polygons drawn onto...
Yea, I tried using Quicktime VR, but there's not too much flexibility for use in MMF2. The main reason I don't use it is because it doesn't support animated movies.
So I did basically what QTVR...
I'm not asking when HWA 2d will be out.
I'm just wondering what new features to expect.
- Will we have full screen mode?
- Will we be able to get the image behind an object to make a lens...
Ok this isn't working.
Games like Myst IV work by mapping an image onto a cube and you look around inside the cube. I don't know how to fake that, and I'm pretty sure that the crappy 3d mesh...
Does anybody know the math behind making a fish eye effect pixel shader? I need it for a game I'm making.
But by scrolling like that, there is no fish eye effect. There is also no up/down looking which would defeat the purpose of it. When you are looking all the way down, the horizontal image doesn't...
Not really. It would lack the fish eye effect that is required for it to feel real. Plus that eliminates the possibility of looking up and down.
Hi, I'm trying to make a game with a Myst IV style looking system.
For those of you who have not played Myst IV, the control system is much different from the first game. In the first game it was...
You can use the direct show object.
Oh yes. An effect like that is certainly possible.
Yea you can do a directional blur, but for the lens effect, you cannot do that right now because there is no way to get the image that the object is overlapping. But notice that I said 'right now'. ...
I can. Try re-downloading the latest build.
I had a look at that one and I couldn't figure out how it was working. It needs more documentation.
I made this because I'm trying to make a way for me to do a quicktime VR sort of effect where...
Ok I've made the pixel shader and I've posted it up in the file section of the forums.
I think something might be off with my math because the lines aren't straight. They sort of curve.
Here's a pixel shader I made. It skews an image based on 4 points specified (8 parameters!).
EDIT: It doesn't exactly skew the image. There's a bit of a curve to it for some reason. I don't...
Ah yes that was what I was looking for.
One more question. Just how fast are they when used with the animation object? I'm making a point and click game with a myst IV control style, so there'll...
I have a few questions about the capabilities of pixel shaders.
- Let's say I have a 32x32 object. If I was to make a pixel shader that would stretch it out, would it get cut off where the...
You could just do what I do and have the game fade in from black, so the first frame is completely black anyways! Plus it makes your game look better. (I'm not saying it's not worth fixing, that's...
You're kidding right?
That's pretty good! I love the graphics of it.
Don't use the draw object. Use the overlay.
I second that. Would be very useful for custom in game editors.
It's just the 'screen' effect.
EDIT: And yes in a later version you will be able to do this, because currently you cannot get the background pixel, but in the future (next build?) you will be able...
I always install over the old version and I've never had any problems.
LMAO! Yea it'll just burst into flames.
A red name asking a question? WOW!
Couldn't you have a pixel shader that will distort the shadow object?
I don't know if that's possible or not but I'd be willing to bet no, because those calculations are going on inside the GPU, and I don't know how much control you can have over that.
Because the animation object can only play what Windows knows how to play. If you manage to get the quicktime codec for windows media player (which I think you can), then you could use this object...
But if you zoomed out, would that mean it would get cut off at where the edge of the screen was?
I mean the one where in the .xml file if you set the parameter type to color, in the .fx file, I use a float4 value, and that's what I was wanting to know. Ok so 0.0 - 1.0, thanks!
If I have a color parameter for a pixel shader, is it from 0-255, or from 0.0-1.0?
What??? (looks in MMF2 layers) Holy crap you can!! Wow!
Just be aware that that effect is very memory intensive.
A faster better method? Just resize a HWA active object.
I think that's what he meant.
It works fine for me. You're using beta 2c right?
Oh hell yea!!! Cannot wait for it!
I have a question too. Since the object's are being drawn onto the screen as planes, will we be able to rotate them in 3d space? (so you could get a cool looking skewing effect going).
It seems that the Z axis locked into being perpendicular to the camera, no matter how the other axes are.
I know the chances of this object being updated are slim, but I figured I might as well...
PPHHHTT!!!! Well I figured out the problem. My math was just fine. Seems the Z rotation is ALWAYS perpendicular to the camera.
I managed to work around that by flipping the whole cube on it's...