And I checked by myself:
Type: Posts; User: carlo697
And I checked by myself:
For a more readable code. I will recommed to use a boolean instead of a number in getLinearVelocity. Also, it return a vector, They are accessible by using x, y and z.
So instead of use:...
Congratulations Smoking! I wait the next BGMC :)
38 FPS at full screen, 66 fps in a small screen. 1gb ram, 1,7 ghz of processor and 512mb of video (intel 41 chipset). So it's run well. An advice that maybe can be useful:
With that node...
The node setup uses the object color of the material's owner as a vector, which will use only the r and g values (the object color is a rgba), and this vector will be added to the UV cordinates...
The object color of the plane and of the wheel are white (r = 1.0, g = 1.0, b = 1.0) (only r and g are used), so the texture is displaced 1.0 in the x and y axis.
Well I made an example of what I said:
Start game, and you will see how the texture is moved.
But now That I think, there's problems when one use normal maps in...
And what about nodes? You can use the object color as cordinates to be added to the UV. Of this way you can move the UVs and keep the shading.
Thank you agoose! It works perfectly now, and thank you as well youle.
Hi, the basic node setup is as the one you showed. I think I don't explain well.
I made this file to show what I trying to do: 384611
Instead of use the lamp data node to pass the light vector...
Hi, I have made this moon with nodes:
In game, the sun lamp will being changin its energy and color (because day and night cycle), that would be a problem for the moon, so I can't leave it...
The best place to know about the license is on it's own page: CC0 1.0
You can't edit nodes in-game, the mirror script get the texture from one specific channel, for example, the channel 0, so the texture that is in that channel will be the texture that the script write...
Actually, the normal map isn't distorting the mirror texture in any way. I think you can distort it by using nodes (and get the effect you want). Add the normal map color to the UV vector, and use it...
The materials doesn't work in dynamic texts, use object color instead:
object.getDistanceTo(object or vector)
You forget to pack the textures in rainSplash and River. They looks very cool, although some of them are very expensive in hardware.
You can animate material's properties (color, intensity, specular color, specular intensity, hardness, emit and alpha) in the most recent version, donwload it from the buildbot:...
strenght = 10
#Get vector based on objectB orientation
direction = [strenght, 0, 0] #X axis
vector = objectB.getAxisVect(direction)
#Aply force to objectA...
Good luck everybody, I'm not going to participate this time. I wait very good games!
What I do is this, I have come cfg files:
Every one contain data like this:
menuStart = Start
menuExit = Exit
Use layers, You set it in the animation logic brick or in playAction function.
You have two animations: A move the arms, and B move the legs.
So you put A in layer 0, and B in layer 1.
That's what I get when the textures where no packed. Try to download the google drive one.
Apart from that, I have a problem, when I edit some node, the shading goes green.
Well, I download the pasteall link again, and It don't have the texture packed yet...and the google drive one said me I don't have access to it.
Looks good, you don't make big changes, what's about make it a group node? And I don't like that you put those Suzannes so high poly, I would be put a sub surf modifier, and let people to change it....
I have been waiting for the api for the collisions group/mask from some time, good to see It has been committed!
And, other two commits from today:
BGE: New Draw debug shadow box for sun lamp...
I think it looks unrealistic (texture), you could improve it so much more, and is the string high poly? It looks like it is, but That's not a very good, because the rest of the model is low poly.
The bpy doesn't work in runtime, but bpy.data.objects.constraints That give some ideas for a proposal like this:
-Delete the functions: createConstraint() and removeConstraint() from...
In your example, the GLSL screenshot is not in runtime, so The 2d filters don't appear.
AFAIK, I think's that not possible with the actual 2d filter system. But I'm not sure.
No, That only happen when you are in blender, in runtime when you add one object multiple times, they keep the same name.
Use [ code][/ code] The next time to post scripts, I say you this because you're using quotes.
Use a loop for:
from bge import logic
scene = logic.getCurrentScene()
for object in scene.objects:
if object.name = "Cube":
from bge import logic
if not hasattr(logic, "variable"):
logic.variable = 1
The hasattr function checks If the module logic (or bge) (the first argument) doesn't...
Wrong forum, Game Engine Support and Discussion is for this kind of questions.
Are you sure that the plane doesn't have the normals inverted? Maybe when you add the plane, it's rotated, so it's...
2.79? What's that version? To setup a light rim In the 2.74, do this:
I think he means the asteroid impacts in the model mesh, I think you could use the sculpt editor in the hig poly mesh, later you bake it to a normal.
What's about make it by your own? It's not too hard. Just see videos about modelling and texturing.
Hi, I have a little problem with shaders I discovered when was playing with an edited version of a martinsh's shader. I simplify It:
Those three cubes share the same material, so they...
Your game looks good, some suggetions: add one reflection map (it doesn't have to be in realtime) to the cars, and the grass and road textures of the map look kinda weird, increase the tile mapping...
Hi, you can do this:
There's a buil-int module in python module named time. It provides ways to get time and date.
We are going to use two functions that time provides: time and monotonic....
Hey VegetableJuiceF your method is very good, look I made it a node group.
If someone wants to use it with HG1'S cube map, just put the node group in the line that...
I have seen the new projects of Martinsh, but I think Mokazon who was in charge on editing the blender source code (I'm not really sure), while Martinsh made the shaders. And Mokazon has had no...
Well, The project is abandoned, so I don't think they will add it.
This is what I get:
The original material had three outputs, the first show only the cube map, the second show the cube map with the object color, and third showed the shading + the cube...
Is this like what you want to achieve?
The darker zones of the reflections turn into the object color.
I'm having some problems, For some reason when I press P the sphere color turn to...
That's the method you said: (r + g + b) / average
Let me see if I use it to get working in the reflection.
#Get the euler of the orientation, eulers are easier to edit than matrices (they are like vectors)
orientation = object.worldOrientation.to_euler()
#Set the x and y values to 0.0
You can set directly the object.worldOrientation with an euler, it's not necessary turn it back to a matrix.
The functions related to the mist were deprecated, they only work while you're using the multitexture mode.
Recently, some patches by HG1 were commited to the master branch, they fix the problems...
I like the game! but That asteroid doen's have a natural looking.
What's about use the tutorial you said before?
You see it? These problems with reflections and refractions without clipping aren't very important when you have a simple scene, but with an scene with many objects, them become more noticeable.
70 FPS is poor? I run minecraft at 15-25 fps with all settings on low...
Use it later you set up the particle system, it will turn all particles (in this case will be objects) into objects.
I'm not really sure...
Maybe add some light on the edges of the car? I think it's name is Rim light.
And with nodes maybe you can get that same effect, but for apply to the reflection texture,...
Hi Adrian! I'm still working at the game, but due that I don't have so much time to work in it (highschool...), at moment I have not made some big progress, I will post an update later!
The script have a little mistake, replace the line: 27 with: baseObject.endObject(), but it's no really necessary delete that object. But I don't think that's the problem, there's another error...
I test the script in a overlay scene, and it works. I don't know what is happening in your case, appears an error in the console?
It works for me, do you put a camera in the overlay scene? is your script in the main scene and you want to add the player in the another scene?
I made one very simple example (with comments line):
Hope you learn from it!
But if you will add the object only one time in all the game, I recommend to just put the object in a visible...
Looks like you don't change the data type of the LibLoad to "Scene" (I told you it two times...).
Change the line "Mesh" word to "Scene" in line 12.
Replace the line:
The first value of the addObject function is the object you want to add to the scene, the...
You are trying to spawn "CharacterCube" by replacing the mesh of another object by CharacterCube's mesh? that will not work, it's even not "spawn", you are just replacing one mesh. AddObject is a...
yes, replaceMesh only works with meshes.
Well, It's supposed that the "CharacterCube" will include its children when you spawn it. I exactly don't know what that's happening.
That's because there's no any Mesh named "Main". Are you sure that the meshes have the correct names?
well, a screenshot of the error? You say that after load the file and use addObject to add one object from the loaded file (which is parent of other objects), it appears an error? try changing the...
The example works for me, I just change some lines to to the path of the file relative to file's path. what problem are you getting?
When posting code use [ code][ /code], can you post a blend file please?
I try to use your code (I really don't undertand why it uses len(functions)), it does work. exactly what do you want to do?...
The "name" attribute of an KX_GameObject is read only, the api says this. You can't change the name of an object in realtime. Why do you want to do change the name to those objects?
Yes, that works.
You can see Sdfgeoff's guide to Dynamic Loading, there's simple examples there, if you libload an file, the whole scene active in that file is loaded to current file, objects in visible layers will...
Yes, and it is really useful, of this manner you can load on file, and spawn an object of that file in the moment you want.
Libload one file that have Pikachu? maybe put pikachu in another blend file (instead of put it in another scene of the same file), and libload this file. Sdfgeoff's guide to Dynamic Loading.
The script works for me, didn't you forget to put the spaces before the lines of the loop?
Hey, you do double post. Try changin the render engine to game engine, and put the viewport to textured mode and GLSL.
Do you have the viewport set to Texture Mode?
If you start the game with Solid Mode, every object will be shadeless.
You are welcome :)
Properties panel >> View tab
It have been fixed.
Try with a blender 2.74 version.
That image I posted is what I get when I leave the clipping plane, without them it works good, except for the strange reflections (What I said beofre).
You say that the clipping plane works in the file watersurface v1.1? the functions used in all the files to do the clipping planes are the same. In my case it doesn't work in any file, it runs at 0.5...
The clipping plane basicly create a virtual plane in the world, every thing under it will no be rendered.
This happens when you don't use them:
As you can see, the cube is completely under...
Well that can be considered a fix, but it delete a part of the water system (the clipping plane). That the clipping plane does not work on some graphic cards is an issue with the card or an issue...
It's good hear that, in the v0.95 the lines are: 51, 52, 53, 66, 80, 81, 82 and 94.
I have improved a little bit the draw lines, I added a tick system, just put an int in the "LINE_TICK" variable, so the current position of the planet will be added only every "x" frames (so there's...
Try deleting the lines 99, 100, 101, 114, 142, 143, 144 and 156 in watertexture.py
That delete the plane clipping and it help me, but I have a Intel integrated, but well It is not bad to test.
If my mesh have a good topology, I do the low poly version by using the "Edge loops" option in delete menu.
This is just one example of other tools that you can use.
I don't recommend to...
Hey, I have made one version that uses render.drawLine to draw the orbites:
The DRAWLINES variable say if you want to draw lines, and DRAWLINE_LIFETIME control how many...
Hey, this is a useful good script, what do you think about make it a bpy script and run it in the viewport? of this way you don't have to run the script everytime the game starts.
Are you sure they are talking also about the bge? AFAIK, actually the viewport project isn't supporting the bge, is it?
EDIT: I see comments in that twitter post and Ton said that It will work on...
Move the "SunTarget" empty to the player position every frame, not parent, because if player rotate the lamps will do the same.
martin.headin made an example of martinsh's sky shader with day/night cycle some time ago, post.
I love it! I just can't stop of playing with values of the central star and the planets. As you said, after a time you can see how It turn into an stable solar system, even there's "exiled planets"....
Oh sorry, it was a mistake, the developer of I will scape wasn't who post that message, it was Headhunter Xamd and I'm not really sure of what game he said.
Well, There's already one game on steam, and it does not becomes complicated for the author, he says in other post that he just divide the files and the blendeplayer, and say to steam to launcher the...
Hi youle, your shader have some errors on my pc, you are trying to do math operations with int and floats (what is not supported by some cards), here a fixed shader:
The dark zones are cause because they are only planes and there's only one lamp, use more lamp to reproduce ambient light, or use a script that move the normals to a correct aspect.
Well, I think if you use object color, it will multiply the complete object color (including textures and specular), so if you multiply the specular per 0.0, it will be 0.0.
You can use nodes to...
Yeah, apparently the files aren't working for me too, I get red triangles, as if the fragment and vertex shaders work, but not the geometry shader.
I get "Geometry shader fault" on the console:...