Power Render 4.03
The new build is now available on the FTP site. Read the news on powerrender.com to find out what has changed.
This is a large update and I''ve decided not to make a patch from the previous version, since it''s not as simple as adding more files to your existing install. You''ll need to port your old code and levels to the new build since Landscape Studio now compiles all those individual files in the level directory into a single level file that can be used in your application.
1. Where is that cool grass/water landscape demo that is represented in those new screen shots? I was hoping to see it in this new release.
2. I know you worked hard on the font system of PR but I noticed that this new DirectX 8.1 has a whole font system that does all kinds of cool stuff. Do you think you might want to incorporate this new DirectX font system with PR?
3. No render to texture example . I know you are busy, but I''d still like an example, maybe in the next release.
-Rich
2. I know you worked hard on the font system of PR but I noticed that this new DirectX 8.1 has a whole font system that does all kinds of cool stuff. Do you think you might want to incorporate this new DirectX font system with PR?
3. No render to texture example . I know you are busy, but I''d still like an example, maybe in the next release.
-Rich
1. \pr4\utility\proedit\bin\samples\grass.
2. I have no plans for this. I assume you''re talking about the 3D font example? I don''t think there are many people that will use this in a game since 3D text uses up a lot of polygons.
3. Look at the projectedshadow example for now. (PR_CreateRenderTexture and PR_UserRenderTarget)
2. I have no plans for this. I assume you''re talking about the 3D font example? I don''t think there are many people that will use this in a game since 3D text uses up a lot of polygons.
3. Look at the projectedshadow example for now. (PR_CreateRenderTexture and PR_UserRenderTarget)
I have compiled my terrain (which was based on previous SimpleLand).
It works ok but when I look straight on at objects as I approach
them they stop rendering (I can still collide with them & hear them).
If look up or down by about 30 degrees they start rendering again - this was not happening with 4.02.
BTW new simpleland example crashes with error on taskbar.
I have Gefoce3/DX81.
Thanks in advance for helping!
Petrovski
It works ok but when I look straight on at objects as I approach
them they stop rendering (I can still collide with them & hear them).
If look up or down by about 30 degrees they start rendering again - this was not happening with 4.02.
BTW new simpleland example crashes with error on taskbar.
I have Gefoce3/DX81.
Thanks in advance for helping!
Petrovski
Power Render 4.03 is compiled with DirectX 8.1
i am having problems with DirectX 8.1 becoz a lot of my games cannot detect the HAL for it.
games like Max Payne, From Dusk till Dawn just simple refuse to start.
anyway having this problems ?
i am having problems with DirectX 8.1 becoz a lot of my games cannot detect the HAL for it.
games like Max Payne, From Dusk till Dawn just simple refuse to start.
anyway having this problems ?
You need to set these now:
Terrain_Globals.InitializationParameters.MinHeight = 0;
Terrain_Globals.InitializationParameters.MaxHeight = 60000;
These are the min and max height values used in the quadtree visilbiity. All of your objects should fit within the range you set. If you set it too small, objects will be culled too early, and if you set it too large objects will not be culled when they could be.
Terrain_Globals.InitializationParameters.MinHeight = 0;
Terrain_Globals.InitializationParameters.MaxHeight = 60000;
These are the min and max height values used in the quadtree visilbiity. All of your objects should fit within the range you set. If you set it too small, objects will be culled too early, and if you set it too large objects will not be culled when they could be.
Simpleland is missing a package (goblin.chr). I''m not sure why it was referenced in the level since it is never used. Either copy it from the playground example or take the goblin.chr out of the package list in LStudio and recompile the level.
Thanks Chris those min/max heightlines did the trick on my project.
How do I get the bump water with my geforce3?
If I enable bump in LS the water disappears!
Thanks in advance for helping!
Petrovski
How do I get the bump water with my geforce3?
If I enable bump in LS the water disappears!
Thanks in advance for helping!
Petrovski
Type in waterb.pro in the bump water file and enable it. If you don''t load the PRO file it won''t have any textures to work with.
Chris:
First, thanks for the kick-ass upgrade. 4.03 has a lot of stuff that I, personally, wanted. It looks like there are new examples, new stuff in some of the examples and the level compiling feature kicks butt!
Now, for a questions.
1. I think I know the answer to this one, but I want to make sure. What gets included in the compiled lsl file? I''m assuming that it doesn''t actually contain the pbs, chr and pro files. It doesn''t look like it contains the textures for the pbs, either. So, does it pretty much just contain the landscape, skybox entities and .ls files?
2. I tried to compile a level I was working on that contained a PBS and an entity ("camera1"). LStudio crashed with the error, "Cannot create project." After this, the program exited. Is this normal? The PBS itself is known good (it''s the same as you used in Simpleland v4.01), and (as I said) there''s just the one entity. Am I missing something again?
3. Once compiled, can LStudio reopen the level from the compiled form?
4. Can LStudio open a landscape without the lpj? Can we "fudge" and lpj file for pre-existing levels? (Essentially, I''d really like to see what Simpleland looked like in LStudio, to see what I''m screwing up. It''s always easier to learn when you have a known good base from which to start, and which can be referenced while you work.)
Thanks!
John
First, thanks for the kick-ass upgrade. 4.03 has a lot of stuff that I, personally, wanted. It looks like there are new examples, new stuff in some of the examples and the level compiling feature kicks butt!
Now, for a questions.
1. I think I know the answer to this one, but I want to make sure. What gets included in the compiled lsl file? I''m assuming that it doesn''t actually contain the pbs, chr and pro files. It doesn''t look like it contains the textures for the pbs, either. So, does it pretty much just contain the landscape, skybox entities and .ls files?
2. I tried to compile a level I was working on that contained a PBS and an entity ("camera1"). LStudio crashed with the error, "Cannot create project." After this, the program exited. Is this normal? The PBS itself is known good (it''s the same as you used in Simpleland v4.01), and (as I said) there''s just the one entity. Am I missing something again?
3. Once compiled, can LStudio reopen the level from the compiled form?
4. Can LStudio open a landscape without the lpj? Can we "fudge" and lpj file for pre-existing levels? (Essentially, I''d really like to see what Simpleland looked like in LStudio, to see what I''m screwing up. It''s always easier to learn when you have a known good base from which to start, and which can be referenced while you work.)
Thanks!
John
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