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- Third Person Camera Project
Author Topic: Third Person Camera Project (Read 3360 times)
Thanks people, I hope it's useful. looks like I underestimated the power of 3drad, it turns out with the scripting combined with it's ease of use, quite complex games are possible, once again Fernando great work!
Updated to v1.3 - added parameter to ActorControllerSkinMeshBodyMove() to allow for independat placement of the mover target Y offset.
yeah...
I cant see the reason to include a shader in a camera project
wait a minute! OH YEAH!! of course I can, cleeeevvvveeeerrrr
I cant see the reason to include a shader in a camera project
wait a minute! OH YEAH!! of course I can, cleeeevvvveeeerrrr
no master plan here , sorry just wasn't thinking... after I get these projects out of the way I'll do one without the shader, it's just as I was building up the project I though I'd release something I thought was useful to the community, but forgot I'm useing the latest build.
if anyone who has downoaded this and want's to rip out the shader and give it to the community for previous versions of 3drad go for it otherwise will have to wait till I get aome free time.
don't worry uploading a non shader version now...
uploaded non shader version, but can't guarentee full functionality with previous versions of 3drad.
uploaded non shader version, but can't guarentee full functionality with previous versions of 3drad.
sorry if my question is retarded
(i have so much work that i just check the demos... hoping that i'll have time to read the posts in the near future)
i cant see the shaders when i run the demo (i'm with GeForce 9800 GTX)... what needs to be changed?
sorry again
(i have so much work that i just check the demos... hoping that i'll have time to read the posts in the near future)
i cant see the shaders when i run the demo (i'm with GeForce 9800 GTX)... what needs to be changed?
sorry again
Hi clandestine, I have a 9800 here aswell and it all works as expected. it is a simple directional light bump shader with specularity and phong exponent. does the projects look like the above Image? just note custom shaders are not visible in editing mode only when the project is running. it should just be bule and grey checkers (bumped) with a tileing.
though that being said 9800's I believe have have shader model 4 capabilities so the condition in the main() section for SM3
says:
so if 3drad is detecting the major as 4 nothing will show up but I was going by 3Impact as shader model 3 is the hiest version returned.
if that is the problem, though Fernando will have to confirm on the shader model version, but I'm thinking directx9 couldn't return a directx10 (shdader model 4.0).
but you could try
let me know if anyof that helps doesn't help etc...but everything is working on mine
though that being said 9800's I believe have have shader model 4 capabilities so the condition in the main() section for SM3
says:
Code: [Select]
else if((VS_Model_Version_Major == 3 && PS_Model_Version_Major == 3 && cForceShaderModel == 0) || cForceShaderModel == 3)//shader model 3
so if 3drad is detecting the major as 4 nothing will show up but I was going by 3Impact as shader model 3 is the hiest version returned.
if that is the problem, though Fernando will have to confirm on the shader model version, but I'm thinking directx9 couldn't return a directx10 (shdader model 4.0).
but you could try
Code: [Select]
else if((VS_Model_Version_Major >=3 && PS_Model_Version_Major >= 3 && cForceShaderModel == 0) || cForceShaderModel == 3)//shader model 3
let me know if anyof that helps doesn't help etc...but everything is working on mine
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