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Xtreme3d V2


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#1 Xception

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Posted 14 September 2006 - 06:41 PM

download:
http://www.sentinelg.../Xtreme3DV2.zip

In most examples you can move with asdw and look with mouse
and press b to switch motionblur on/off
In X6 example you can manipulate the neck bone of the model with the cursor keys.


new in V2.0:

- Model/Scene loaders with lightmaps:

. Blitz3D scene loader(with hierarchy) and special portal/zone culling functions
. Cartography Shop map loader
. Pulsar LM Tools lmts Loader

- DeleD dmf loader partially: no lightmaps, only triangles and quads supported

- function to load lightmap coordinates from a second (lightmapped) model

- function to split a freeform's internal meshes into single freeforms

- ODE Physics engine support

- Dynamic Quadtree and Octree for visibility culling and collision checking

- static and dynamic cubemaps

- Render to texture

- loading resources from compressed pak archives

- Bump-/Normalmapping Shader
- Celshader
- HiddenlineShader
- Multimaterialshader

- Multitexturing

- Texture format selection
- Texture Compression selection
- Texture Filtering Quality selection
- DDS(DXT1, DXT3, DXT5) texture support

- Actor bone manipulation functions

- multiple viewers and material libraries useable

Actually there is much more; too much to list it all here.
It comes even with a short documentation.

Edited by Xception, 30 January 2007 - 02:03 PM.

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#2 Bander

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Posted 14 September 2006 - 06:44 PM

Cool!


EDIT: As long as I have the first post I may as well ask: "Why hasn't anyone used this to make a game yet?" just wondering...

Edited by Bander, 08 November 2006 - 03:52 PM.

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Posted Image

#3 Smarttart62

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Posted 14 September 2006 - 07:04 PM

Xtreme-ly awesome update :D.

Great job.
-Steve
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#4 Bami

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Posted 14 September 2006 - 07:09 PM

Yay! GLscene AND Xtreme3D updates!
Gotta rebuild my wiki, create examples, create tutorials, make games...

:D
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#5 The eleventh plague of Egypt

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Posted 14 September 2006 - 07:17 PM

Oh, GREAT: you are still developing it :D

Is there any function that acts as a 3D collision line like the U3D function GetDistanceToModel ? I really need something to write a decent AI

If there is, how do I use it to detemine when the enemy can see the player or not ?
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#6 Xception

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Posted 14 September 2006 - 07:24 PM

Of course has it such a function.
Look at the raycasting functions.
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#7 The eleventh plague of Egypt

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Posted 14 September 2006 - 07:32 PM

Is there a dedicated forum ? I need some community to start... :D

You have been too silent: this deserves more attention :)

EDIT: Problems I found

If I try to run the template.gm6
Posted Image

In Ode.gm6 blur 3 and 4 doesn't work too well: I'm not able to see any object using them
Posted Image

In the same example spheres doesn't stop moving until they hit each other on the wall: something doesn't work with rolling attrition :rambo

the source of lenflare effects follows the player :rambo

Edited by The eleventh plague of Egypt, 14 September 2006 - 08:09 PM.

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#8 MACARRAUM

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Posted 14 September 2006 - 09:28 PM

this cool xception, and ODE support is perfect =)

great job!

Bye

MACARRAUM
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#9 cja

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Posted 14 September 2006 - 09:36 PM

:D

Wow, this has been awaited.
And now it is here.

Time to try it out.

-CJA
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#10 the bull

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Posted 15 September 2006 - 01:48 AM

Wow :D :rambo
This is the best 3D engine for GM . Don't know what to say 'cause this is my third post about this engine.

Edit: can I get the position and rotation of a bone?I only find function to move and rotate.
Edit2: another question,how can I adjust the mass of an object?

Edited by the bull, 15 September 2006 - 03:02 AM.

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#11 Wolf Dreamer

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Posted 15 September 2006 - 04:14 AM

Is there a dedicated forum ? I need some community to start... :D

http://z8.invisionfr...php?showforum=4
Xception has his own forum room over at my place. Bami made some examples for it before which you can find linked to in a sticky up top. He also posted he'd be updating his wiki on it.

edit... whoops.
When you are logged in, you can see Bami's sig file, that links to those resources.

Edited by Wolf Dreamer, 15 September 2006 - 04:19 AM.

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#12 The eleventh plague of Egypt

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Posted 15 September 2006 - 07:06 AM

Anyone has problems running the template example ?
All other files work for me...

My configuration:
Pentium 1.4 ghz
nVidia FX 5500
383 Mb of system RAM (256+128)
Window XP SP2 (always updated)

Anyone have my problems ?
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#13 Bami

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Posted 15 September 2006 - 07:38 AM

Everyone has that problem, Here is the fix:

In the create event of o_engine:
Change:
SetPakArchive('files.pak');
To
SetPakArchive('test.pak');

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#14 The eleventh plague of Egypt

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Posted 15 September 2006 - 07:51 AM

Ok, here's a screen
Posted Image

Does blurrs 3 and 4 works for you ?

And in Ode.gm6 the balls rolls slooow, but never stops until they hit each other on a corner of the wall: if there wasn't a wall they would never stop ! Where is the friction ?

Edited by The eleventh plague of Egypt, 15 September 2006 - 07:51 AM.

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#15 the bull

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Posted 15 September 2006 - 08:07 AM

All blur modes worked well for me with constant fps of 100.

And in Ode.gm6 the balls rolls slooow, but never stops until they hit each other on a corner of the wall: if there wasn't a wall they would never stop ! Where is the friction ?

They roll fast for me.

I have another question: What are those navigator things?

Edited by the bull, 15 September 2006 - 08:35 AM.

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#16 The eleventh plague of Egypt

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Posted 15 September 2006 - 08:15 AM

I mean: the balls rolls slow after they touched the wall...
But they roll so slow that they should stop (and it's not an FPS question)

Here for example, the third ball rolls so slow that it may take an hour to reach the other corner, I waited 10 minutes and it didn't stop

Posted Image

Try without walls, I bet they will never stop rolling.

Edited by The eleventh plague of Egypt, 15 September 2006 - 08:20 AM.

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#17 the bull

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Posted 15 September 2006 - 08:34 AM

Maybe that's the physic engine problem.Yeah,I removed those walls and they rolled forever :D .

This reminded me of the time when I had a test with Tokamak and GMI,the example creates different shapes at the same position when a coressponding key is pressed. I could build a tower from spheres but I can't do it with cubes (wtf???).
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#18 Eyas

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Posted 15 September 2006 - 01:50 PM

That's excellent! Very, very good! I don't know what to say besides that.. and I haven't found any problems so far..
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#19 Sektor_Z

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Posted 15 September 2006 - 02:22 PM

Nice, it'd be great if Ultimate3D 2 is out soon too. Seems like those two will support nearly the same features..
It's pretty nice there are many examples of the new stuff.

Edited by Sektor_Z, 15 September 2006 - 02:24 PM.

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I made stuff like Pixity3D, Wolfy3d, lots of retro remakes (Dangerous Dave, Commander Keen) and other things you'll never see again since it's been like 6 years.

#20 Jesper

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Posted 15 September 2006 - 03:34 PM

Very good. Only one question... Why don't you make a game out of this?
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#21 sn0wb0arder381

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Posted 15 September 2006 - 08:03 PM

downloading now.... Nice! Great job!
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#22 MatrixQuare

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Posted 16 September 2006 - 12:37 AM

Hmm, I seem to be exhibiting the same problem a few other users have already reported:
The blurring doesn't seem to work.

I'm using an ATi Radeon Chipset (Actually, it's an IGP: ATi Radeon X200). I'm not sure if it's a problem with ATi chipsets or perhaps my IGP simply doesn't support some of the features a full fledged GPU does.

@Members who blurring doesn't work for:
What chipsets do you all have? If you all have ATi chipset, it may just be some sort of driver conflict... Hmmm

EDIT: Oh, other than blurring, everything else works perfectly (And yes, the balls does roll on infinitely for me, too).

Edited by MatrixQuare, 16 September 2006 - 12:38 AM.

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#23 Bami

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Posted 16 September 2006 - 07:27 AM

I have an ATi 9800 Pro, so that shouldn't be a problem. Drivers are pretty damn outdated though. What you said about an intergrated processor, that is probably it.

Blur effects fill up the video memory like crazy, so I think its more of a memory problem then your chipset not supporting render-to-texture.
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#24 NeutralD

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Posted 16 September 2006 - 10:33 AM

Great ThanX and Respect to Xception!

But what 'bout some screens from ver2.0? Especially, with bump|normal mapping shaders. Are there any problems/bugs in shaders working on ATI cards? New package is pretty huge (7.5 mb), major new improvements, right? The basis technology is still the same - OpenGl?
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#25 The eleventh plague of Egypt

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Posted 16 September 2006 - 12:12 PM

ATI drivers sucks at OpenGL, that's the problem...

Anyway, I have problems whit blurrs 3 and 4, while all other works well (I have nVidia FX 5500)
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#26 Sektor_Z

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Posted 16 September 2006 - 03:52 PM

Some of the blurs are almost pointless, as you can't see anything when you activate them, but most of them work well. The blurs are only avaiable in SOME examples, so if you think they don't work, just try on all of them.
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I made stuff like Pixity3D, Wolfy3d, lots of retro remakes (Dangerous Dave, Commander Keen) and other things you'll never see again since it's been like 6 years.

#27 Mauros

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Posted 16 September 2006 - 05:32 PM

wow!!! very very cool! thx!!!
@The eleventh plague of Egypt: i have an ati but work very fine!

Edited by Mauros, 16 September 2006 - 05:33 PM.

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#28 Dr. BenX

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Posted 16 September 2006 - 05:34 PM

Good update, very handy, but very hard to understand and complicated coding, but very nicely done! :(
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#29 zyvolution

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Posted 16 September 2006 - 06:09 PM

WOW Great :(
Ehh Xception May i use this engine for my commercial game?
I will put you in the credits if you want.
But then i wil need your real-name and last name is that possible?
If so wil you please send a pm to me about xtreme3d if its okay or not.
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#30 MatrixQuare

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Posted 16 September 2006 - 07:05 PM

I have an ATi 9800 Pro, so that shouldn't be a problem. Drivers are pretty damn outdated though. What you said about an intergrated processor, that is probably it.

Blur effects fill up the video memory like crazy, so I think its more of a memory problem then your chipset not supporting render-to-texture.

<{POST_SNAPBACK}>

Memory isn't a problem, it has as much memory as any commercial (and even more than some) GPU's. It has 256MB of "Virtual" VRAM which is actually using 128MB of main system RAM to turn into VRAM (Kind of like nVidia's HyperMemory for their GeForce 6200 cards).
My friend has a 9250SE with 64MB of VRAM and the blurring works fine on his comp, so it's definitely not the framebuffer being filled up.

It might just be what The eleventh plague of Egypt said, the drivers for ATi's cards suck at OpenGL :(. Stop sleeping with DX damnit! Get out there and support one of the most popular and powerful multi-platform 3D API!!!
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#31 Indecom4000

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Posted 16 September 2006 - 07:26 PM

question: how many lights affect the bump/ normal maps. in gmi it was only 2 which rendered it pointless.
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#32 Bami

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Posted 16 September 2006 - 07:56 PM

I tested it with 6, and it worked perfectly, but I think its 8, since thats a hardware limit.
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#33 The eleventh plague of Egypt

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Posted 16 September 2006 - 09:27 PM

Some of the blurs are almost pointless, as you can't see anything when you activate them, but most of them work well.


Yeah, only 3 and 4 (I also posted a screenshot :( ) all other works well (and are nice too)

What about lensflares ? Their source is not static (it moves when the player moves :D )

Posted Image

I went back and the source went down
Posted Image

Apart of this, they works fine ;)

Edited by The eleventh plague of Egypt, 16 September 2006 - 09:28 PM.

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#34 pyros_hotdog

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Posted 17 September 2006 - 03:29 AM

this is great! another great 3d engine/dll for gamemaker. what are you gonna be working on next? perhaps a newer version of GMI. whatever it is, it will surely turn out great.
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#35 Mauros

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Posted 17 September 2006 - 11:14 AM

haw to import a 3ds model in this version?
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#36 The eleventh plague of Egypt

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Posted 17 September 2006 - 12:51 PM

Oh, GREAT: you are still developing it :huh:

Is there any function that acts as a 3D collision line like the U3D function GetDistanceToModel ? I really need something to write a decent AI

If there is, how do I use it to detemine when the enemy can see the player or not ?

<{POST_SNAPBACK}>

Of course has it such a function.
Look at the raycasting functions.

<{POST_SNAPBACK}>


Mhhh...anyone can explain me how to use them :P ?

This is supposed to be the most impostant function to write an AI and there are no examples ^_^ !

Edited by The eleventh plague of Egypt, 17 September 2006 - 12:52 PM.

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#37 NeutralD

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Posted 17 September 2006 - 03:20 PM

Yeah, one damn bad thing is that there's no documentation at all, maybe, Xception will take more complicated look at this problem and there'll be more extended comments in code. Thanks for working with engine.
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#38 Ne_Ar

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Posted 17 September 2006 - 05:26 PM

Great MAN! :huh:
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#39 LostShards

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Posted 17 September 2006 - 05:50 PM

Great update, i have a few questions though...

1) Anyone know why i cant use mouse button events? I want to use MouseLook() when the right mouse button is pressed only for certain 3rd person reasons...

2) Any info on importing 3D models, such as .3ds?

--

Also, got my 3d studio max blitz 3D scene to import perfectly... For those of you who have 3d studio max, search good for "b3d pipeline for 3d studio max" - However, i would like to know about 3ds models...

Edited by LostShards, 18 September 2006 - 12:31 PM.

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#40 Dazed and Cold

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Posted 18 September 2006 - 12:30 AM

Very Great Xception..
but only if i knew how to do collisions between Objects (like actor models) md2's
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#41 the bull

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Posted 18 September 2006 - 03:00 AM

1) Anyone know why i cant use mouse button events? I want to use MouseLook() when the right mouse button is pressed only for certain 3rd person reasons...

Because the X3d window is embeded in GM window,when you click your mouse,you clicked the X3d window,not GM's so GM can't get the input.
You can use keyboard_check_direct(mb_left) instead.

It happened again,Xception released a great engine but without a documentation and disappeared. :huh:
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#42 death-droid

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Posted 18 September 2006 - 06:07 AM

where do you put this
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Posted Image


#43 Bami

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Posted 18 September 2006 - 07:24 AM

Anyone seeking for anwsers:
http://www.bami.hoog...title=X3D_2_FAQ

It's simpler to put it in a FAQ instead of people having to search through a million page thing here.
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#44 LostShards

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Posted 18 September 2006 - 12:37 PM

Thanks for the feedback. Now, can someone try explain why the camera view stretches/deforms objects when you move them off center focus..? Kind of hard to play a 3D game that makes you Dizzy from the massive deformations in the meshes. A sphere object in the middle of the screen, would turn into an oval the more you take it out of the center view (Objects that move towards the outer area of the camera. If the object is moving out of the view just by going up and down, it will just stretch them up, or down). Hopefully someone can understand this explainaton... =P

Edit: Here is what i mean (WMV Clip) Right Click -> Save As for anyone not using IE..

Edited by LostShards, 18 September 2006 - 12:46 PM.

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#45 borgcuby

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Posted 18 September 2006 - 12:52 PM

:huh: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH, GREEEAAAT!!! ^_^

keep up the work!
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#46 coolsmile

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Posted 18 September 2006 - 01:05 PM

FINALLY!!!, I can't wait to dload this but i am at school :huh:
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#47 Mauros

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Posted 18 September 2006 - 01:26 PM

Srry if ai post there but i have a little problem with Xtreme 1.9...
simple.. create an object (skyscraper)ecc.. it work fine.. now i creat a wall.. end the skyscraper have the texture of wall!!!.. if i delete the wall the skyscraper work..!?!?!?!?!
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#48 LostShards

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Posted 18 September 2006 - 03:12 PM

Solution to my problem i had: WMV Clip - Over deformation of mesh's when objects are almost out of view of camera.

Reason: Default Camera Focal sucked for space type environment.
Solution: CameraSetFocal(camera,150);

Other info: Full screen at 1280x1024

Edited by LostShards, 18 September 2006 - 11:08 PM.

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#49 RiChArD_fLoOd

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Posted 18 September 2006 - 06:14 PM

very nice :P you must have put alot of effort in.

why dont you add some sort of terrain rendering in the engine for future releases. that would be extremely cool
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#50 GmDude66

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Posted 18 September 2006 - 11:15 PM

Anyone has problems running the template example ?
All other files work for me...

My configuration:
Pentium 1.4 ghz
nVidia FX 5500
383 Mb of system RAM (256+128)
Window XP SP2 (always updated)

Anyone have my problems ?

<{POST_SNAPBACK}>


I am not having any problems here :P

My PC:
Athlon 2000+ @ 1.67ghz
nVidia 4 MX 4000 (AGP 4x, 128mb)
256mb RAM
Windows XP SP2

Edited by GmDude66, 18 September 2006 - 11:16 PM.

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