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Milleniumas

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About Milleniumas

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  1. Milleniumas

    ModGrafix Engine XM-F (PS3/X360/Wii/PC)

    Until now, best homebrew thing which was done on Ps3 was pong and you are telling me that you have some magic trick to enable full kernel access via unsigned code on PS3. Yeah, I would love to see it :)
  2. Milleniumas

    ModGrafix Engine XM-F (PS3/X360/Wii/PC)

    But it won't work on PS3, dude really, come down to earth...
  3. Milleniumas

    ModGrafix Engine XM-F (PS3/X360/Wii/PC)

    Quote:Original post by atenzor Quote:Original post by Daaark Neither the 360 or the PS3 run unsigned code off user created media. How are you bundling Unity and Cinema 4D at that low cost? Especially when you aren't reselling them? No, the "ModEngine RGx5" renders the graphics on the systems. The user must know how to run unsigned code on the systems, there are lots of websites for this. The cost is not "final", it will change. David J. PS3 can't run unsigned code... Well it can but no access to kernel so no hardware accelerator, on the other hand, you are in a big trouble at the moment with your advertisment :) [Edited by - Milleniumas on July 22, 2009 7:23:50 AM]
  4. Milleniumas

    Objects gets black

    The Solution: D3D9->SetRenderState(D3DRS_TEXTUREFACTOR, Sprite->Color); D3D9->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR); D3D9->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TFACTOR); D3D9->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); D3D9->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  5. Milleniumas

    Objects gets black

    This kind of a bug appeared only in 2 tested pc's out of like 15, so it's rare I guess, but I managed to come accross a piece of code where it actually fails. So my problem is that all of the objects becomes black if I change the color of a sprite with some texture stages (texture alpha + vertex alpha + color) = black. I am not checking if video card supports (it should in my opinion) these kind of a steps, but maybe someone have some kind of an idea how to get rid of such a bug? (Shaders are out of a question because of a support of an older cards) D3D9->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_CONSTANT, Sprite->Color); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG2,D3DTA_CONSTANT); D3D9->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CONSTANT); D3D9->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); D3D9->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); D3D9->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  6. Milleniumas

    RegisterGlobalProperty in 2.13.00

    Delete this thread, because It seems that I have managed to figured it out. Definately my mistake. Sorry to bother you :)
  7. Milleniumas

    RegisterGlobalProperty in 2.13.00

    It seems that registering a global property in AS is a problem to me. int KB_SPACE = 57; r = ScriptEngine->RegisterGlobalProperty("int KB_SPACE",&KB_SPACE); assert(r>=0); output in screen: <br/> It outputs 258? How is it possible? And I checked few times, it seems like not my mistake (or is it?).
  8. Milleniumas

    Strings

    I just tried AngelScript and I must admit that I like it, but there is one small problem :) Angelscript string str = "Some String"; void Update() { Print(str); } C++ engine->RegisterGlobalFunction("void Print(string &str)",asFUNCTION(PrintRef), asCALL_CDECL); Now everytime I execute it, i get an error which points me here: void asCScriptString::Release() { if( --refCount == 0 ) delete this; } if I change like this: string str = "Some String"; void Update() { Print(str+""); // Print(str plus "") } It works perfectly. Any ideas?
  9. I actually got into some problem. I am new to scripting languages and it's my first time of using Lua language and came into a problem with actual script update. I know that script has to be execute on every frame. Now the problem is that if i execute all the script file on every frame I get my global/local variables on default state as for example: MyResult = 0 MyResult = MyResult + 1; if I print the results it will be on 0; I have done that I firstly get everything in the file before the entry point on which I will update to 2 different strings. std::ifstream file(FilePath.c_str()); std::string FileString = std::string(std::istreambuf_iterator<char>(file),std::istreambuf_iterator<char>()); file.close(); std::string Head; std::string Main; std::string::size_type Begin = FileString.find("Begin<!",0); std::string::size_type End; if(Begin != std::string::npos) { End = FileString.find("End!>",0); if(End != string::npos) { } else { MessageBox(NULL,"SCRIPT: Can't find end of a script","Error",NULL); } } for(int i = 0; i<(int)Begin; i++) { Head+=FileString.at(i); } for(int i = (int)Begin+7; i<(int)End; i++) { Main+=FileString.at(i); } luaL_dostring(L,Head); And then execute each objects main string on every frame with luaL_dostring(Main); It's ok if the variables are global, but when it's local it doesn't work. Now I want to know how to control the file itself on the loop that id doesn't change the Initialise variables.
  10. Hmm I am a bit confused, because It seems I can't figure out how to make my texture alpha blended with color key and vertex alpha blend. It always modifies the colorkey alpha, not vertex. SOLUTION: D3D9->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_CONSTANT, Sprite->Color); D3D9->SetTextureStageState(0, D3DTSS_ALPHAARG2,D3DTA_CONSTANT); D3D9->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); D3D9->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CONSTANT); D3D9->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); D3D9->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); D3D9->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); D3D9->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); [Edited by - Milleniumas on January 21, 2008 5:44:31 AM]
  11. And how about a freeware game for a competition?
  12. So doing my game as everyone else here and came to a fact that it will be a problem for me to create a main heroes sprite. Actually I am at art zero, I can only use programs to make an art. So my question could sound like this: is it possible to use other companies created sprites in your own game and what rules should I stick to for not being arrested and put in a jail for copyright.
  13. Have some strange problems. Some models computes BBox normal, but others are like half sliced. It seems that models are different in some files. So a few screens first: Good one: Bad one: Code from which I compute BBox: BYTE* pVertices=NULL; Model->LockVertexBuffer(D3DLOCK_READONLY, (LPVOID*)&pVertices); D3DXComputeBoundingBox((D3DXVECTOR3*)pVertices, Model->GetNumVertices(), D3DXGetFVFVertexSize(Model->GetFVF()), &minBounds, &maxBounds); Model->UnlockVertexBuffer(); D3DXCreateBox(D3D9, maxBounds.x-minBounds.x ,maxBounds.y-minBounds.y,maxBounds.z-minBounds.z, &BBox,NULL); Any suggestions?
  14. Milleniumas

    Several pixels of texture offsets

    thanks, it helped :)
  15. ok first of all here is the screen: As you can see, there is 1-2 pixels offset in every texture. Texture filter causes all this nonsences as for example: p_lpd3d9->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);. I havent't applied any other special filters or functions to textures. Any idea who can cause this bug? Earlier to prevent this bug I have used Render Target and then applied filter via simple shader, but now i want to sole this problem.
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