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Forum |
Replies |
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Posted
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Thread: Export animation?
Post: Export animation?
Hi,
Is there a way to export my animations from Esenthel to other software? |
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mystara |
Support |
1 |
3,555 |
07-27-2013, 06:54 PM |
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Thread: RPG2 model source
Post: RE: RPG2 model source
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mystara |
Making Games |
3 |
6,352 |
05-16-2013, 08:45 PM |
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Thread: RPG2 model source
Post: RPG2 model source
Esenthel,
From where did you get the models and materials for RPG2?
In particular, the dungeon models such as Obj/Building/Wall, Floor, Corner |
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mystara |
Making Games |
3 |
6,352 |
05-16-2013, 08:20 PM |
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Thread: Palette colour
Post: RE: Palette colour
Okay,
It turns out that it was working correctly. It's just that the white light produced by a small number of particles was washing out the other coloured particles. |
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mystara |
Feature Requests |
13 |
10,200 |
05-15-2013, 12:44 PM |
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Thread: Palette colour
Post: RE: Palette colour
So which method of ObjClass should I override, rather than using the Draw() function?
Or do I need to code my Draw() function to specifically call a method inside my extended ObjClass object?
I still... |
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mystara |
Feature Requests |
13 |
10,200 |
05-14-2013, 01:51 PM |
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Thread: Palette colour
Post: RE: Palette colour
Okay....
I've tried replacing the code with the code from the Particles tutorial (number 15).
I've also tried replacing *Renderer.color_palette with:
Code:
Image img;
img.Import("Gfx/fx/color palet... |
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mystara |
Feature Requests |
13 |
10,200 |
05-13-2013, 09:23 PM |
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Thread: Palette colour
Post: RE: Palette colour
Cool.
I'm still having some difficulty though. I'm editing the EditObjectParticles function in the editor. Using the code above gives me the following function:
Code:
void EditObjParticles::drawP... |
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mystara |
Feature Requests |
13 |
10,200 |
05-12-2013, 07:16 PM |
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Thread: Palette colour
Post: RE: Palette colour
Hrm, the documentation in the header mentioned that I had to call lock() and unlock()?
Anyhow, I shall give that code a go and see what happens, thanks. |
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mystara |
Feature Requests |
13 |
10,200 |
05-12-2013, 05:01 PM |
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Thread: Palette colour
Post: RE: Palette colour
I've tried having a go using this function, as shown below:
Code:
if (Renderer.color_palette != NULL)
{
&nbs... |
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mystara |
Feature Requests |
13 |
10,200 |
05-12-2013, 04:48 PM |
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Thread: Material Override - ambient light question
Post: RE: Material Override - ambient light question
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mystara |
Support |
7 |
7,794 |
04-20-2013, 01:09 PM |
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Thread: Material Override - ambient light question
Post: RE: [Bug?] Material ambient light
Okay, I've reproduced the problem.
I'm using the editor that I downloaded from esenthel.com, so this isn't using any kind of custom code.
Two models:
GemTexture.mesh is a model with the material Lig... |
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mystara |
Support |
7 |
7,794 |
04-18-2013, 08:08 PM |
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Thread: Palette colour
Post: RE: Palette colour
Awesome.
Will need to wait for next mac release to use this though :) |
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mystara |
Feature Requests |
13 |
10,200 |
04-08-2013, 07:31 PM |
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Thread: Palette colour
Post: RE: Palette colour
I got that bit :)
But what algorithm is used to determine the exact colour for a particular particle? I guess the particle's lifetime is part of the algorithm? Similarly, I would guess that the par... |
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mystara |
Feature Requests |
13 |
10,200 |
04-08-2013, 09:48 AM |
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Thread: Palette colour
Post: Palette colour
Is there a way to get the specific colour of a particle rendered in palette mode? Obviously particle.color on its own is not sufficient. |
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mystara |
Feature Requests |
13 |
10,200 |
04-07-2013, 03:05 PM |
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Thread: Material Override - ambient light question
Post: RE: [Bug?] Material ambient light
Sorry, but I'm afraid that I gave up and tried something else instead. I no longer have the world file.
If I come across the problem again, I will try to preserve as much as possible. |
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mystara |
Support |
7 |
7,794 |
04-07-2013, 11:38 AM |
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Thread: [Bug] Header Browser
Post: [Bug] Header Browser
Header browser on mac, when run, produces the following error:
"Shader Param "BendTime" not found." |
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mystara |
Support |
1 |
3,426 |
04-07-2013, 11:31 AM |
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Thread: Material Override - ambient light question
Post: RE: [Bug?] Material ambient light
Nope, not doing anything like that at all.
In fact, I *think* (though I cannot be certain) that this was in the standard editor. |
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mystara |
Support |
7 |
7,794 |
04-07-2013, 11:23 AM |
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Thread: Material Override - ambient light question
Post: Material Override - ambient light question
Material X has AmbRed, AmbGreen, AmbBlue at maximum.
If I assign Material X to a mesh, the mesh is displayed correctly (i.e. illuminated) as shown on the left.
If I create an object and assign the sa... |
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mystara |
Support |
7 |
7,794 |
03-29-2013, 06:30 PM |
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Thread: Light emitting particles?
Post: Light emitting particles?
Hey,
Is there a good way to create light-emitting particles? That is, a particle effect where each individual particle emits a light?
I understand that PhysX is supposed to be good at this.
The on... |
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mystara |
Support |
0 |
3,191 |
03-20-2013, 09:35 PM |
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Thread: Editor 1.0 Missing project files
Post: RE: Editor 1.0 Missing project files
Ah!
Sorry, I hadn't realised you were being literal :)
I simply dragged the entire "Editor Mac" folder into the tutorials project, deleted the contents of the "Source" folder (the "Hello World" sour... |
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mystara |
Esenthel Store Sources |
6 |
6,144 |
03-02-2013, 10:52 AM |