Schrodinger you dirty dog!!! That is so great. I'm going purchase now and I hope you gain a million dollars!![]()



Schrodinger you dirty dog!!! That is so great. I'm going purchase now and I hope you gain a million dollars!![]()
Nice job and a very reasonable price! I hope it sells well for you![]()
Brilliant but i've come to expect nothing less from you Mr. Schrodinger
Purchased and congratulations on your release![]()
Thank you all guys!
Too kind of you.
Let me know if anything is unclear, feel free to ask for how-tos on things and everything.
I've tried keeping it easy to use and yet flexible,
but more features demanded additional commands and objects,
so I guess one has to read the manual and try things before getting a full "grip" on the engine.
Free "Model packs" for more advanced shapes also coming to my website in the future.
Purchased, Hope to see more awesome stuff from you soon!







Purchased yesterday, great work as usual!
Yes, and it would be an easy and interesting example to do,
if I get some extra time I may prepare a short rough example on how something like this could look on P3D.
I think this kind of game could be particularly suited because field depth would be very short
(a camera pointing down, maybe at 100-150 pixels height to fly above palaces not higher than 128 pixels or so)
so there would be a very reasonable polygon count on screen (=fast to render)
and there wouldn't be "backprojective" needs for the engine to process, due to the whole content being in front of camera.
Yeah, would be definitely nice to do!
I hope having time to try and get something online soon!
I'm also preparing some additional info to upload on the dedicated page and probably making some very brief tutorial on most basic things.
P.S. thank you Crian and Faber! Hoper you're enjoying the tool!![]()






Schrodinger, this is very nice, documentation and examples are well written and also great to have. I noticed an issue when trying to create more of an 'Underworld' style world (dark with a short render_depth) - the fogging produces some strangeness, with objects close to the camera revealing objects behind them because they are going semi-transparent. Am I doing something wrong, or is there a way of applying a static lighting effect across viewable objects which has a falloff centred on the player?
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Hello jamesnansen,
I'm glad you found documentation useful, thank you!
Yes, I'm aware of that problem with "Fading" effect.
If you're using a dark background, as it seems to be from your image, I would suggest using the "Night" effect instead
(change the P3D engine multi_options string: remove the "F" for Fading, and add the "N" for Night effect)
Fading effect (the one active by default for fogging) uses polygons transparency to make things vanish in the background,
so objects in front will reveal some of objects behind (unless you set a very short fogging_depth, but this would make the effect look less nice..)
While "Night" effect alters the polygon "lightness" (using RGB coefficient),
making them darker when popping out from depth.
Can only be used with dark backgrounds, but is better in these situations because dark things won't be "translucent" and thus won't reveal objects behind.
Let me know if this can be a suitable solution!
I'm thinking at other Fogging effects for the future, we'll see if some other cool idea may come![]()






Wonderful, yes that works perfectly. I did try the N night effect earlier but I must have done something wrong, it works fine now, thanks for the response.
I had another question, about the Lighting settings in the P3D engine, I can lower the lighting on objects, but flat objects and sprites are lit to full brightness and do not seem to be affected by Val 41,42, not sure the effect of Val 43 (lightsource angle).
thanks,
James.