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  1. Source

    3d rts fog of war/shroud?

    If I remember, I once did this by rendering polygons to the stencil buffer around all units on the screen with a roundish texture and alpha-testing enabled, then I flipped the stencil buffer and rendered a full-screen quad to give the dimming effect.
  2. Sorry about that :) Its going to be much simpler than that - all I need is a UI which lets me add files from a browser, then packages the whole thing neatly into an executable with the files in some kind of compression. The part I cannot currently do is the combining of files into an application.
  3. Thanks for the link, Kuphryn - it is exactly the kind of thing I need. The problem is that I really want to learn how to code this kind of thing myself - even if it is reinventing the wheel a little.
  4. First off, thank you both for your answers. Kuphryn, could you please elaborate slightly? I really need to produce an application which creates the distributable from a simple UI - and compress the files - is this possible using your method? Hplus, yes I use windows installer for the application itself, but I need to be able to have more control over the updates, including checking little version numbers and searching a target machine for an install directory automagically.
  5. This is a question not directly related to games, but to all applications which may need the occasional patch or update. Is there a neat way to parcel some files into an executable which will then extract those files onto a target machine? In essence, how do I create my own version of the Winzip self-extractor, and a parent application which creates the self-extracting executable? Any help would be much appreciated.
  6. Source

    Stuck On what kind of character to use for horror game

    The reason I suggested so-called "bad guys" is simple: ordinary people are boring, frightened and extremely unlikely to act heroically in a dangerous situation - they are, in short, luke-warm. Officials such as police/special forces are on one end of the spectrum, but their responses to certain situations are limited. If for instance the removal of a human was neccasary, they are constrained by their very nature. Members of the underworld have no such weaknesses. They can be colourful characters with children and families - in short, you can have bad people which the player will still form an emotional bond with. You also open up a whole range of interesting story concepts: The gang might break out of prison during the event or they might actually be in the process of robbing a bank, and survive the initial holocaust by locking themselves in the vault. They emerge into a scene from hell, and spend the game attempting to escape with the money, running into (and uneasily teaming up with) police, and eventually special forces along the way... surely that is more exciting than the cliched "citizens rescuing loved ones" or "police finding out what has transpired"? Only my 2 cents.
  7. Source

    Stuck On what kind of character to use for horror game

    Do they even need to be "good guys"? Couldn't they equally be gangsters or drug dealers? That would be original...
  8. Quote:Original post by plasm1d Thank you Source. Between fullscreen alpha blending and stenciling, which is more expensive? In this case, this isn't the tradeoff between the two techniques: The stencilling technique is a simple masking of pixels, which should have *virtually* no performance degradation, and will also mean you are only drawing pixels you actually see, which in a fill-rate limited application is preferrable. The other technique requires you to render at least one of your scene views to a seperate render-target (the zoomed-in view), and usually means you'll be rendering the whole of the other scene. If your sniper view is very large, then this is quite a waste of fill-time. It really comes down to the effects you are looking for: If you just want crisp edges, then using stencilling coupled with some HUD-overlays to snazz things up a bit will suffice. If you want the sniper view to "fade out" at the edges, or be projected onto a gun-model or some such, then rendering the sniper-view to a texture is the only method - it gives you more control, but is slower and more complex to achieve.
  9. Source

    Name the movie by the quote

    Quote: I mean, who was gonna believe a couple of nuts? Elvis and Jack Kennedy explaining that Kemosabe was gunning for a mummy in cowboy duds? Bubba Ho-Tep? If I'm right, then here's mine: Quote: "Are you a private investigator?" "Yes" "I vant you to investigate my privates" May not be 100% correct, but if you know it you know it.
  10. ...that or write the scope's circle to the stencil buffer, render the background with stencil reading one way so that pixels inside the circle are not drawn, then flip the stencil and write the inside of the scope, so that pixels outside of the circle are not drawn. This method draws the minimum amount of pixels - instead of rendering the entire background and overlaying the scope on top, but it requires the added overhead of a stencil buffer.
  11. Source

    Maya Export

    You can export in one of the preinstalled general formats, write a .ma parser (not recommended), or write your own exporter. Check out RobTheBloke's fantastic tutorials on writing Maya exporters here
  12. You cannot specify a D3DPOOL_MANAGED texture with the D3DUSAGE_DYNAMIC flag - 99% sure that this is your problem =) Use D3DPOOL_DEFAULT instead.
  13. The only major change I remember going from pre April was to the shader system: you now must call BeginPass() and EndPass() after each shader pass, whereas before you only needed the Pass() function - any chance this is messing things up for you?
  14. Source

    Arg! Vsync is killing me!

    This seems to be a core D3D issue - I've scoured the net and found a few people reporting it, but they never had it resolved. OpengGL appears to use a different method for applying vsync which doesn't suffer the same fate. I guess eventually I'll either swap or see if D3D10 works the way I want it to. I've had some success with applying a small slow-down pause after the render, capping the loop-time to just over the refresh rate: -update -render -if frame-time < refresh - smallAmount then pause(difference) -present This fixes the problems in all but the occasional circumstance, but if anyone has come up with a permanent solution then I'd really like to hear about it - and I may even send you a small prize if it works really well =) Thanks for all of your input so far!
  15. Source

    Arg! Vsync is killing me!

    It isn't the vsync time which is the problem, L Greg - it is fact that every once in a while, the vsync part takes almost double the time it should, even though the program should be hitting every one perfectly.
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