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Xtreme3d V2


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#21 sn0wb0arder381

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Posted 15 September 2006 - 07:49 PM

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

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Posted 16 September 2006 - 12:23 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 - 12:24 AM.

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#23 Bami

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Posted 16 September 2006 - 07:13 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 Drivers are pretty damn outdated though.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 - 10:19 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 - 11:58 AM

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 - 03:38 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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#27 Mauros

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Posted 16 September 2006 - 05:18 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 - 05:19 PM.

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#28 Dr. BenX

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Posted 16 September 2006 - 05:20 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 - 05:55 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 - 06:51 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 - 07:12 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 - 07:42 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 - 09:13 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 - 09:14 PM.

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#34 pyros_hotdog

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Posted 17 September 2006 - 03:15 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 - 11:00 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 - 12:37 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 - 12:38 PM.

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#37 NeutralD

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Posted 17 September 2006 - 03:06 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 - 05:12 PM

Great MAN! :huh:
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#39 LostShards

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Posted 17 September 2006 - 05:36 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 - 12:17 PM.

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#40 Dazed and Cold

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Posted 18 September 2006 - 12:16 AM

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