Iavra
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  • I have a problem with Iavra gif. Everything's ok sometimes and sometimes there's a black screen instead of the animation. How do I fix this?
    Kes
    Kes
    Please do not use Status Updates to ask Support questions, that is not their purpose which is meant to be 'lighter' - random thoughts, odd bits of info, stuff like that. Please post in the thread for that plugin. Particularly as anwering your question would require a lot more detail than you've given.
    • Like
    Reactions: Roar
    Would it be possible for you to update your Particle Engine plugins? They're severely outdated considering they're over 2 years and a lot of PIXI's functions have been changed since then.
    Kes
    Kes
    Please do not use Status Updates to make requests of this sort, that is not their purpose. They are meant to be much 'lighter' - random thoughts, odd bits of info, things like that. I suggest you post in the thread for that plugin.
    Iavra I've used your plugin in a free game called "The End of Warren's House" you can find and download or try at www.nbgstudio.com/en/
    This is for credit your amazing work! Thank you so much!
    Alessio Corridori
    Seems like i got caught up again and will be really busy for some time...i know some guys are waiting for me to review and/or fix some bugs, but i don't know, when i will be able to -.-
    hey larva can you tell me how to use your gif plugin? i need to know it step by step like where to put the plugin commands how to do it for battlebacks and all. please if you could tell me
    No internet at home for the last few days and it's probably not getting fixed until next week.


    What am i going to do with all this time? :o
    Val
    Val
    Writing new great plugin :) or updating old one :D
    Sorry to everyone waiting for an update to my plugin. It's basically working, but i'm kinda busy and the new PoE season starts tomorrow, so i'm pretty much out of time :D
    • Like
    Reactions: 1 person
    taarna23
    taarna23
    If you post what you got in plugin development, I can look at it (before I get impatient and start trying to process how those light effects work on my own) and lend a hand, hopefully.
    Programming is kinda hard, when you are watching Netflix at the same time :D
    • Like
    Reactions: 3 people
    Alexander Amnell
    Alexander Amnell
    @taarna23 Well considering you're from Canada and the animation is also from Canada...I'm going to go out on a limb and say we're thinking of the same show. My older two love it (the younger two still being a year or so out from caring what's on tv yet thank god) but it just gives me ageist thoughts and makes me rethink my whole "no televisions in bedrooms" rule.


       Though on the plus side, I do find that I'm more productive overall during times such as those where I don't have control over the television.
    taarna23
    taarna23
    Show? Nah, we mustn't be thinking of the same thing (mine: rear end in a top hat judge from The Wall).


    My daughter got a TV and DVD player when she was around 3. Her father and I could not handle seeing Shrek again. Sanity was at stake.
    Alexander Amnell
    Alexander Amnell
       Yeah, what I'm referring to isn't so subtle, as it's literally called: The day my butt went psycho.


       We learned our lesson and threw out the dvd players in a similar manner, but for us the culprit was Finding Nemo, can't tell you how many times I've been forced to listen to/sing the just keep swimming song.
    Has anyone so far started working with WebGL filters in RMMV 1.3?


    It seems like vTextureCoord in PIXI v4 now also takes the overall position of the sprite into account, meaning the filter behaves differently, when the sprite moves around.


    I don't recall it being like this in older versions, which really throws off the filters i've done so far...
    So, apparently WebGL filters in 1.3 work completely different from before...someone has a working polar-rectangular conversion for me? :p
    I need to make some modifications on an application i wrote 4 years ago. Find myself wondering more and more why i did it the way i did and would like to rewrite the whole thing :D


    It will get replaced sometime soon, though, so i need to do it with minimal effort.
    AceOfAces_Mod
    AceOfAces_Mod
    What application you wrote?
    Iavra
    Iavra
    An internal monitoring application for our SIB (IBM service integration bus).
    Migrating all our Java projects from Ant to Maven, while having to maintain backwards compatibility. Much fun...
    I kinda lost all incentive to do something with MV, now :( Basically all of my ideas require WebGL filters, that won't work in the current PIXI version and i'm way too lazy to modify/rebuild the engine (also, i generally want my plugins to work for everyone, not just me).


    Simple plugins or generic RPGs don't fancy me and i've already rebuilt the particle engine like 7 or 8 times, so i've probably seen everything there's to it.
    Seems like i've come to a dead end with my lighting. There are 2 problems i can't solve:


    - Unless i want the shadowcasters to be fully shadowed, themselves, i can't make them visible, as light (and shadow) are drawn on top of them.


    - MV's PIXI version has some serious bugs with filters, that receive other textures as uniforms (like the AlphaMaskFilter). I just can't get it to work with the correct coordinates.


    If i wanted to create my own game, i would probably build a new engine from scratch at this point, recycling some MV parts and PIXI v3. Since i don't want to, i will probably go back to the particle engine...at least that one works.
    • Like
    Reactions: 1 person
    Iavra
    Iavra
    I could actually solve the first issue by calculating the shadow for each caster separately (only during the first pass, i can merge afterwards) and exclude the original texture, so casters behind each other would still be shadowed.


    But this won't work, because the AlphaMaskFilter is bugged beyond repair and i can't seem to find a WebGL blendMode to subtract one image's alpha value from another -.-


    I think i'm giving up at this point.
    Just changed light bulbs on my car...1 hour working blind with just enough space for a single hand. About 0° C and windy. I think i deserved a warm chocolate, now :D
    • Like
    Reactions: 1 person
    Iavra
    Iavra
    I'm not even finished, since there's another light, than needs to be changed. It's probably easier to explain in german:


    Meine Abblendlichter hab ich gewechselt, allerdings ist das Standlicht auf der Beifahrerseite kaputt, und da komm ich von oben nicht ran. Also müsste ich das Rad abmachen und die Abdeckung vom Radkasten öffnen, was mir persönlich zuviel Arbeit ist. Ich warte lieber, bis ich Reifen wechseln muss, die sowieso ausgewuchtet werden müssen. Dann können die in der Werkstatt auch gleich die Lampe wechseln.
    Hollow 1977
    Hollow 1977
    Great Job!
    Marquise*
    Marquise*
    Yes you do!  And BTW... nice feat!
    Aaand i'm back to square 1...my code works as long, as it's used as a shader, but as soon as i use it as a filter, i'm seeing nothing at all -.- But i need to use filters, because shaders are bugged and can't deal with additional texture parameters.


    If any is interested (i guess not), that's the GLSL code so far to perform polar-rectangular-conversion on a texture:

    Code:
    #define PI 3.14
    
    precision mediump float;
    varying vec2 vTextureCoord;
    uniform sampler2D uSampler;
    
    void main(void) {',
        vec2 norm = vTextureCoord * 2.0 - 1.0;
        float theta = PI + norm.x * PI;
        float r = (1.0 + norm.y) * 0.5;
        vec2 coord = vec2(-r * sin(theta), -r * cos(theta)) / 2.0 + 0.5;
        gl_FragColor = texture2D(uSampler, coord);
    }
    There doesn't happen to be any math and/or WebGL crack around here, who know what to do? :D
    taarna23
    taarna23
    Ohh, I see. Seems weird, but I suppose it makes an odd kind of sense. I wish I could help, because I could really use what you're trying to do here!
    Iavra
    Iavra
    GLSL itself isn't that hard, but i haven't found a real explanation for the math part, anywhere and it seems like shaders behave differently than filters. For an example, y coordinates in shaders start at the top, while filters start at the bottom.


    Since i don't know, how exactly the math works, i can't even start to properly convert it from one system to the other and end up randomly throwing numbers around.
    taarna23
    taarna23
    Well, sometimes that's programming. Just try things and see what happens. That's what the guys at work do to me. Go change this. It's in that giant codebase somewhere. You'll get it.
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Ew, why does my blogpost on the rpgmaker.net site look like a garbled mess? Are html codes disabled or something?
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