Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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hmm yes I should think about some automation process for editing a scene.
like a function to process an entire scene with some parameter.
but I'm not sure it will be efficient, since every project is different and you don't necessary want that all the objects collide, because of project load optimization or simply because the objects must not necessary be in the same physic shape or weight.
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then tried to make FPS character. Did cubic move along the axes of the buttons W A
S d put on the cube camera, and adjust the settings: moving the mouse adds a vector, then rotate the camera. But the camera moves like crazy how to turn calmer on the desired angles?.
This is caused by necessity. Because the standard FPS controller not to place weapons. if you do shooter
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Hi actually I found an old mistake in the shadow management of the 3D engine, Now shadows run a lot faster ^^ I'll make a Scol voyager update to provide this correction in the next week.
Otherwise you can define a group of similary objects to static (in the object properties) this optimize the rendering time, but theses objects cant be used in plugITs because they don't take any further modifications.
To make a "gun" style, you can link an object to the Camera shell using an FPS controler and a Object link plugIT
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by now you can replace this file : https://svn.scolring.org/trunk/scol_sdk … engine.dll
for the shadows hint correction
place it in program files x86/Scol voyager/Plugins
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this mut not be because of polygons
maybe a bad managed error in the format or in Assimp library, I will check that.
a single object with millions of polygons will be managed fast, but too muchs entities and materials will be slower.
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with shadows, while they are installed, but are not shown until until installation method. And there's a glitch with the shadows. jerking, and the emergence of a blackout.if the camera as far as possible be raised-there is a big shadow Cuba shadow exemple and don't show a hand cursor to click on the web. In a typical PC all displayed when the test.
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"array" plugIt or function in editor for models placement(xyz,rotation)
Last edited by el_motoblock (26-Jul-2014 16:02:29)
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The glich on cube is because you must have double faces on the model I think.
The shadows algorithms depend of the camera near / far clip distance and the shadow distance parameter.
I already check the black square issue on distance and didn't find the reason... this must be because of the shadow camera algorithm. the one you use is CSM shadows, you can try with PSSM or try to adjust the distances parameter.
An array plugIT or editor function to clone an object or something ? or just create dummies for positions ? or something similar to random position but with steps and without random ?
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Export to Player setting/ As a web page (to local html)
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