Something that i have recently started learning, HLSL Shader for 3dsmax. Here is my first attempt at post process shader, Night Vision and Thermal Vision.
No images to pimp yet, but I'm working on porting the Flixel game engine to OpenTK. (or rather, to Mono using OpenTK) I'm only a little familiar with OpenGL, so the graphics drawing is proving a tad bit difficult. Flixel is an AS3 flash game engine based on pixel rendering. OpenGL is geared towards rendering 3D scenes, so getting OpenGL to behave like flash is challenging.
I am making a new UI for modifiers in Max that is in overlay of your viewport.
You can make a new button by selection a object with some modifiers on. By clicking on the shortkey for displaying the UI and clicking on the addbutton you can add a new button. This button will be the modifiers with there given properties that are on the selected object. by this way you can easely make your buttons with your own propertys.
Every button is customisable by rightclicking on the button. You can change the name and color of the button. My next step is making the possibility of creating a button in the same UI that starts a script.
The ui is a liquid design and wil always adjust itself on the resolution of your viewport.
This project is for school and I am in need of testers. Someone want to volunteer?
I have to finish this script next week friday.
That looks really interesting Nysuatro, seems like it would be pretty useful for anyone who models with a tablet or cintique. I wouldn't mind giving it a test run if you want to send me a pm about it.
@Nysuatro: I like it a lot, feels more like silo,
I am working on the same just for keyboard shortcuts - I hacked my way yesterday through maxscript, dotNet and Javascript to capture any shortcut and rethrieve it back to maxscript - to manipulate KBD (3dsMax keyboard layouts).
The goal is to map any script or macroscript to any button at runtime INSTANTLY!
What I got working already is complete focus of the whole keyboard (yes including the ALT, CTRL and SHIFT keys), so after you hit a shortcut of up to 4 keys it will trace them in the listener. Usually you can't have full focus within controls in 3dsMax but I found a way to surpass that.
I will post a bigger thread about my plans on this later today, the goal is to map commands or scripts on the fly just like silo all within 3dsMax.
early slap together concept of a voxel engine in flash:
demo link: http://renderhjs.net/bbs/polycount/voxel/dmo01
It misses z-sorting, shading and colored voxels but it gets me closer to approve it here at the company so that it can be used for the next game. I plan on using a orhtographic view so that I can cache a voxel as a sprite and then plot that sprite down into a bitmapData object (the sprite is in the upper left corner)- should be super amazing fast in the end. 10k + voxel pushes on screen is my goal.
Also nice find regarding voxels: http://kyucon.com/qblock/#/318
online voxel editor with nice hit list, to bad you can't export the voxels. Sadly it is a bit slow and overkill the way it processes each cube (because of the perspective and triangulation it uses underneath).
Thanks everybody for the replyes. Its great to hear there are some volunteers. I think its best that I open a topic for this script so everybody can post his feedback. I will send a pm with the topiclink. Btw: What is the best uploadoption for a script? I don't have a host , so is megaupload or rapidshare ok? Don't know when I will post it because I am still working hard on an other exam. Will try to do it as quick as possible.
nice stuff renderhjs! there is some work out there for analytic ambient occlusion, as you only have box primitives that should allow some nice optimizations!
That is some very slick stuff, as usual, renderjhs. Have you considered using a color modifier on the cached cube graphics in order to make different colored cubes? It's fairly easy to perform color transforms on Bitmap objects in flash.
Not sure about this is the right section for it, but it's a bit technical and i don't want to create a new thread for this small thingie. I hope some other people can save time by knowing this small option:
Scaling down/up uvs to make uv shells fit together is just annoying. I found out that Max is able to rescale the other cluster automatically (never used the stitch dialog because i always use a short cut on "stitch selected" where this bias isn't noticed AND the default option is 0.5 - problem!).
Hi, I'm not sure if this is even needed at this point, but a colleague of mine wrote me a script a while ago that does the clicking for you.
macroScript Macro9
category:"Scripts That I Frequently Use"
toolTip:"Smart Stitch"
(
global globDialogTitle = "Stitch Tool"
global globDialogButton = "OK"
function closeStitchTool =
(
local dialogs = #(DialogMonitorOPS.GetWindowHandle())
join dialogs (UIAccessor.GetPopupDialogs())
for i = 1 to dialogs.count do
if dialogs[i] != 0 then
if (matchpattern (UIAccessor.GetWindowText dialogs[i]) pattern:("*"+ globDialogTitle +"*")) == true then
UIAccessor.PressButtonByName dialogs[i] globDialogButton
return true
)
DialogMonitorOPS.RegisterNotification closeStitchTool ID:#closeStitchTool_callback
DialogMonitorOPS.Enabled = true
$.modifiers["Unwrap UVW"].stitchVertsDialog()
DialogMonitorOPS.Enabled = false
DialogMonitorOPS.UnRegisterNotification ID:#closeStitchTool_callback
global globDialogTitle = undefined
global globDialogButton = undefined
)
I just put a shortcut to it and it works like a charm.
You still have to set the default value to 0 once before it works..
Yeah, I told the tech artist at work to tell AutoDesk to fix that stuff. That, and it doesn't like to rotate stuff properly and stitch it. It will have the face flipped the wrong way, so I have to flip it first.
I will be posting a topic for the UIscript tomorrow with a link to the script. Have been really bussy with my other exams. But here is a screen for a game I have been working on with 3 other students. I was responsible for (programming and content) animation, particles, hud and sound. A video will be coming after 2 weeks.
@CrazyButcher:
Thanks, I looked into a couple of PDF's and although I don't understand what is written in them I understand what the example pictures in them do I think it is much more simplified but it works well and fast:
Hey Render!
I think as a whole it looks fantastic but there might be something wrong with the shading on the edges of the cubes. As it stands right now I like the overall effect but in detail, it looks odd, seing the convex sharp edges being darkened like that...
Maybe there is a cheap way to mask them out ? Or maybe thats what you are doing already with the glowing edges pass but its not strong enough to override the dark effect ?
erm no, it's a r&d project for work that may with a high possibility used for my next game engine here at work. So it is work and aimed for helicopter game that may come up next as my project at work.
Something that i have recently started learning, HLSL Shader for 3dsmax. Here is my first attempt at post process shader, Night Vision and Thermal Vision.
3d dot game heroes was a first inspiration - it might be close to that but I am open for anything that works fast enough in the end - and I am not yet happy with the performance.
I really like the idea of Voxels, especially for a simple stylised game, but in Flash especially, from what I've seen pushing enough voxels for a proper game level isn't realistic. When I feel like it, I'll try and get a decent Voxel count running at 60fps on an average rig, though I'm not sure it's possible, especially without the pixel level control of a scanline renderer.
Here is a new demo before I start work proper on my first game.
Something I only added just recently is parent/child relationships between models, inheriting transforms etc, which is obviously essential for anything with child models, like the wheels of a car etc.
It's a simple demo driving a car around a beach, with moving wheels etc obviously
Just basic handling and physics, I'll obviously make it much better in my first game. Use the arrow keys to accelerate/steer/brake, or WASD.
I made this tonight in about 3 hours. including programing and making animated sprites.
[ame]http://www.youtube.com/watch?v=h4MFV-6-v5o[/ame]
Its just an ambient led display which flips between sprites at at different speeds per sprite. Its packed into an ipod touch box, apple makes awesome packaging
started my first c# code with unity as a R&D project (board game)
I am old school which is why I want to do the pathfinding myself and just based on a square grid (simple array).
Messing with c# sure involves some pain, to many restrictions
Voxel stuff is on a hold as my project leader thinks it has enough potential at this state to be used for a project.
Peris, theres really no advantages between UnityScript(javascript) and c#, they are really just different syntaxes and can do the same things (besides a few small things like variable access callbacks which arent available in UnityScript afaik). UnityScript has some automated syntax stuff builtin like when making a component script you dont need to wrap your code in a "class MyComponent extends MonoBehaviour" scope.
well the obvious advantage for me is that I get code completion and code highlighting. With JS and the other languages in the default SCITE text editor I don't have that. It has the best documentation so its easier to look up stuff.
C# is also less forgiving, like it has a very strict code checking (flags even if you don't use a variable at all in a code but declared it) so you don't write sloppy code.
I am using the express edition of visual c# studio 2010 which can be downloaded free from the microsoft site - and the ms guys know how to create nice programming tools.
I'm in the process of tweaking and optimising my collision broadphase, so I can get on with working on my first game.
I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead.
The grid is so simple and so fast.
It's 360 objects (little spaceships) running at 60fps easy on an average computer.
Brute force that would be like 130,000 odd checks.
Replies
[ame]http://www.youtube.com/watch?v=wXxdq_mFAzg[/ame]
You can make a new button by selection a object with some modifiers on. By clicking on the shortkey for displaying the UI and clicking on the addbutton you can add a new button. This button will be the modifiers with there given properties that are on the selected object. by this way you can easely make your buttons with your own propertys.
Every button is customisable by rightclicking on the button. You can change the name and color of the button. My next step is making the possibility of creating a button in the same UI that starts a script.
The ui is a liquid design and wil always adjust itself on the resolution of your viewport.
This project is for school and I am in need of testers. Someone want to volunteer?
I have to finish this script next week friday.
I am working on the same just for keyboard shortcuts - I hacked my way yesterday through maxscript, dotNet and Javascript to capture any shortcut and rethrieve it back to maxscript - to manipulate KBD (3dsMax keyboard layouts).
The goal is to map any script or macroscript to any button at runtime INSTANTLY!
What I got working already is complete focus of the whole keyboard (yes including the ALT, CTRL and SHIFT keys), so after you hit a shortcut of up to 4 keys it will trace them in the listener. Usually you can't have full focus within controls in 3dsMax but I found a way to surpass that.
I will post a bigger thread about my plans on this later today, the goal is to map commands or scripts on the fly just like silo all within 3dsMax.
[ame]http://www.youtube.com/watch?v=2QZ1equp7YI&feature=player_embedded[/ame]
Mix those with preview mode of the ediable poly tools and you have a winner
demo link:
http://renderhjs.net/bbs/polycount/voxel/dmo01
It misses z-sorting, shading and colored voxels but it gets me closer to approve it here at the company so that it can be used for the next game. I plan on using a orhtographic view so that I can cache a voxel as a sprite and then plot that sprite down into a bitmapData object (the sprite is in the upper left corner)- should be super amazing fast in the end. 10k + voxel pushes on screen is my goal.
Also nice find regarding voxels:
http://kyucon.com/qblock/#/318
online voxel editor with nice hit list, to bad you can't export the voxels. Sadly it is a bit slow and overkill the way it processes each cube (because of the perspective and triangulation it uses underneath).
http://www.scriptspot.com/user/register
Its still pretty slow due to doing millions of raycasts, but I plan to switch most calculations over to the gpu which will make it much faster.
So when are you gonna make a polycount-style oldschool FPS that runs in the browser? :poly142:
http://renderhjs.net/bbs/polycount/voxel/dmo01/
some stuff I have in mind right now:
also some box-related render-effects are mentioend here I think
http://directtovideo.wordpress.com/2010/01/15/ambient-occlusion-in-frameranger/
there is also an article in shaderx7 "Deferred Occlusion by Analytic Surfaces"
and the form factor stuff from
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch12.html
might help to generate some sort of lightmap blends for each neighborhood config
Hi, I'm not sure if this is even needed at this point, but a colleague of mine wrote me a script a while ago that does the clicking for you.
I just put a shortcut to it and it works like a charm.
You still have to set the default value to 0 once before it works..
Thanks, I looked into a couple of PDF's and although I don't understand what is written in them I understand what the example pictures in them do I think it is much more simplified but it works well and fast:
demo:
http://www.renderhjs.net/bbs/polycount/voxel/dmo02/
keys:
changes:
demo under same url:
http://www.renderhjs.net/bbs/polycount/voxel/dmo02/
I think as a whole it looks fantastic but there might be something wrong with the shading on the edges of the cubes. As it stands right now I like the overall effect but in detail, it looks odd, seing the convex sharp edges being darkened like that...
Maybe there is a cheap way to mask them out ? Or maybe thats what you are doing already with the glowing edges pass but its not strong enough to override the dark effect ?
Can't wait to see more!
it's from the other page, for a voxel stylized game engine - these are just some early prototyping steps.
no I didn't missed it.. so I guess your answer is "just one kind of doing art in flash"
That is one of the coolest things I've ever seen in this thread, well done Akra
power of maxscript:
demo:
http://www.renderhjs.net/bbs/polycount/voxel/dmo03/
do you aim for a result comparable to 3dotheroes like this or more simplistic style as shown in your demos ?
Here is a new demo before I start work proper on my first game.
Something I only added just recently is parent/child relationships between models, inheriting transforms etc, which is obviously essential for anything with child models, like the wheels of a car etc.
It's a simple demo driving a car around a beach, with moving wheels etc obviously
Just basic handling and physics, I'll obviously make it much better in my first game. Use the arrow keys to accelerate/steer/brake, or WASD.
http://rumblesushi.com/beach.html
Cheers,
RumbleSushi
[ame]http://www.youtube.com/watch?v=rH7Pv0TyY0I[/ame]
I originally wanted to make a geometry wars clone with it but Im not sure.
EDIT: updated video.
[ame]http://www.youtube.com/watch?v=-pZq_VViw3c[/ame]
the colors are really washed out in the video
I made this tonight in about 3 hours. including programing and making animated sprites.
[ame]http://www.youtube.com/watch?v=h4MFV-6-v5o[/ame]
Its just an ambient led display which flips between sprites at at different speeds per sprite. Its packed into an ipod touch box, apple makes awesome packaging
I am old school which is why I want to do the pathfinding myself and just based on a square grid (simple array).
Messing with c# sure involves some pain, to many restrictions
Voxel stuff is on a hold as my project leader thinks it has enough potential at this state to be used for a project.
C# is also less forgiving, like it has a very strict code checking (flags even if you don't use a variable at all in a code but declared it) so you don't write sloppy code.
I am using the express edition of visual c# studio 2010 which can be downloaded free from the microsoft site - and the ms guys know how to create nice programming tools.
some nice presentations up
I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead.
The grid is so simple and so fast.
It's 360 objects (little spaceships) running at 60fps easy on an average computer.
Brute force that would be like 130,000 odd checks.
Here it is - http://rumblesushi.com/grid.html
Drag the mouse to control the camera.
Space bar - pan camera out.
r - change the rendering of the grid to a Geometry Wars style pure wireframe.
s - Spawn ship.
For people with fast computers, you can spawn up to 1000 ships. That would be 1,000,000 checks using brute force
Cheers,
RumbleSushi