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Posts posted by Lavos
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> Maybe some more info about wat this al means:
>
> .X = VA(5).X
>
> .Y = VA(6).Y
>
> .z = VA(7).z
>
> .tu = VA(5).tu
>
> .tv = VA(6).tv
that builds the second polygon(the bigger triangle) -
My polygons are even Broken, they were suppose to form a square and lay flat on the matrix
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In my result of lack of knowledge with math i have no idea how to fix this please help me out T_T
```
Public Sub Build_Tile(ByVal Texture As String)
Dim VA(0 To 7) As NEMO_VERTEX
Dim i As Long
Set Mesh = New cNemo_Mesh
With VA(0)
.X = 0
.Y = 0
.z = 0
.tu = 0
.tv = 0
End With
With VA(1)
.X = .X + 32
.Y = VA(0).Y
.z = .z + 32
.tu = 0 + 32 + 1
.tv = VA(0).tv
End With
With VA(2)
.X = VA(0).X
.Y = .X + 32
.z = VA(0).z
.tu = VA(0).tu
.tv = 0 + 32 + 1
End With
With VA(3)
.X = VA(1).X
.Y = VA(2).Y
.z = VA(3).z
.tu = VA(1).tu
.tv = VA(2).tv
End With
With VA(4)
.X = 32
.Y = 32
.z = 32
.tu = 0
.tv = 0
End With
With VA(5)
.X = .X - 32
.Y = VA(0).Y
.z = .z - 32
.tu = 0 - 32 - 1
.tv = VA(0).tv
End With
With VA(6)
.X = VA(0).X
.Y = .X - 32
.z = VA(0).z
.tu = VA(0).tu
.tv = 0 - 32 - 1
End With
With VA(3)
.X = VA(5).X
.Y = VA(6).Y
.z = VA(7).z
.tu = VA(5).tu
.tv = VA(6).tv
End With
With Mesh
.Add_Texture Texture
For i = 0 To 7
.Add_NemoVertex VA(i), 0
Next
.Set_CullMode D3DCULL_NONE
.BuildMesh
End With
End Sub
```
Draws everything wrong…
![](http://i.imgur.com/PHzTwpB.png)
if you need more information on definitions let me know, ill post it n_n -
Not too sure how your pet system works, but with handling strings using vbnullstring is better than 0.
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This is how i currently have it set up.
```
Public TileGird as D3DVERTEX
```
On the sub routine:
```
Public Sub Build_TileGrid(ByVal x As Long, ByVal y As Long, ByVal z As Long)
Dim i As Long
Dim j As Long
'we generate a grid with a random hight level for
'each control point
For i = -1 To 1
For j = -1 To 1
TileGrid(i + 1, j + 1).x = (i) * 1000
TileGrid(i + 1, j + 1).y = (i) * 1000
TileGrid(i + 1, j + 1).z = (j) * 1000
TileGrid(i + 1, j + 1).tu = (i + 1) / 2
TileGrid(i + 1, j + 1).tv = (j + 1) / 2
Next j
Next i
End Sub
```
Now I'm stuck at what step i need to do to draw everything. Can anyone help me create a formula? -
thanks budweiser, this kinda helps me think of a method to build one.
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[VISUAL Basic 6]
I'm trying to make a routine for a vertex array so i may draw 3d grid on a from using:
```
DrawPrimitive, D3DPT_LINELIST, 0, mapsize / 2
```
and the mapsize in parameter in the data. Can anyone point me to the right direction on create a vertex array to draw a grid?
this is how i have it setup for now, i want it to be a tile grid with multiple polygons.
Rendered Normal:
[attachment=771:test1.png]
Rendered Wireframe:
[attachment=772:test2.png]
I need it to look like this with the floor:
[attachment=773:test3.png] -
looks like it worked like a charm. thanks yet again tael
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Okay I did my code like so:
```
Public WIREMODE As Boolean
```
```
Public Function Init_Render_States()
WIREMODE = Not WIREMODE
'Setup render states
With Nemo
.Set_EngineCullMode D3DCULL_NONE
.Set_EngineRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
.Set_EngineRenderState D3DRS_LIGHTING, True
.Set_EngineRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
.Set_EngineRenderState D3DRS_ALPHABLENDENABLE, False
If WIREMODE Then
.Set_EngineRenderState D3DRS_FILLMODE, D3DFILL_WIREFRAME
Else
.Set_EngineRenderState D3DRS_FILLMODE, D3DFILL_SOLID
End If
.Set_EngineRenderState D3DRS_ZENABLE, False
.Set_EngineRenderState D3DRS_ZWRITEENABLE, False
.Set_EngineRenderState D3DRS_POINTSPRITE_ENABLE, 1
.Set_EngineRenderState D3DRS_POINTSCALE_ENABLE, 0
.Set_EngineAlphaBlendingOp D3DBLENDOP_ADD
.Set_EngineSpecularEnable False
End With
End Function
```
Under frmMapEditor i have this:
```
Private Sub chkWireMode_Click()
If chkWireMode.value Then
WIREMODE = True
Else
WIREMODE = False
End If
End Sub
```
With the check box on the form, i wanted to toggle renderstates using the chkbox, but it doesn't seem to update, I thought maybe adding:
```
If WIREMODE Then
.Set_EngineRenderState D3DRS_FILLMODE, D3DFILL_WIREFRAME
Else
.Set_EngineRenderState D3DRS_FILLMODE, D3DFILL_SOLID
End If
```
into the gameloop might work, but it froze and crashed the compiler. Any ideas on how to get around this? -
One of the best 3rd Party tools highly recommended for VB6 is "[Code Smart](http://www.axtools.com/products-codesmart-vb6.php)", then there is also this for an alternative: [Link](http://www.mztools.com/index.aspx)
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Need a cool looking eclipse logo, can some one make one for my engine? I prefer a dark theme is that not too much to ask. Maybe grudge font?
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~sigh i wish i could join…Its bad enough that i have a engine built from scratch to be worked + college.
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wow very simple! why didn't i think of that. thanks, i will try it with a msgbox.
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How did you benchmark it? Doing whatever you did to get that result would help me a lot in the future for testing code.
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Your answer had me convinced, I think I may go with the second block. Thank you so much for telling me. I'll be following this topic for more answers in case if any one objects.
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Okay I have been studying many methods to create a string array for cache files and I've seen many methods, It blew my mind all week. I just need to know which method would be better in a system.
Method Referenced by eclipse:
```
Public Tex_Floors() as string
Public Count_Floor() as long
Count_Floor = 1
Do While FileExist(App.Path & PATH_FLOORS & Count_Floor & GFX_EXT, True)
ReDim Preserve Tex_Floors(0 To Count_Floor) As String
Tex_Floors(Count_Floor) = App.Path & PATH_FLOORS & Count_Floor & GFX_EXT
Count_Floor = Count_Floor + 1
Loop
Count_Floor = Count_Floor - 1
```
V.S.
Referenced by google researches
```
Public Tex_Floors(Floor_Count) as string
Dim i as long
For i = 1 To UBound(Tex_Floors)
Tex_Floors(i) = App.Path & PATH_FLOORS & i & GFX_EXT
Next
```
Both blocks work fine, please be detailed on why you pick your answer, there is got to be a good reason in your theory or fact.
Thank you. -
bump for tie breaker
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Okay for a few month of learning and building this engine, I've been stuck with a direction on which path I should take, Graphics Wise.
Here are some screenshots any feedback from the community would help. Thank you.
Overhead view:
![](http://i6.photobucket.com/albums/y226/Hazama_Masame/screenshot2_zps7a7b05fc.png)
MidPoint 3rd Person:
![](http://i6.photobucket.com/albums/y226/Hazama_Masame/screenshot1-3_zpsa732cbd5.png)
dont mind the player sprite not being centered, I fix that later XD
My inspirations:
Xenogears
[http://www.youtube.com/watch?v=6vJ0um5HL88](http://www.youtube.com/watch?v=6vJ0um5HL88)
Breath of fire 4
[http://www.youtube.com/watch?v=zQAwCcyKH9c](http://www.youtube.com/watch?v=zQAwCcyKH9c) -
Christ, I spent the whole night trying to figure this out. For some reason vb6 doesn't like it when i create more buffers on a separate form or picturebox. I tried linking them to another picturebox though im having the problem of this code.
```
DD_Clip.SetHWnd frmMain.picScreen.hWnd
```
Its not allowing me to create a duplicate.
Best bet is to just to just use bltfast, render the whole Menu with collision and get rid of frmMenu.
but thats just too much to do. =( -
seriously? alright you know what, this is going to need a InMenu Boolean and a bunch of other stuff you need to declare and set it up on the gameloop above InGame.
Create a sub routine for rendering that would replace NewCharacterBltSprite.and finally flip and render everything to frmMenu
Have this below the routine after setting up a rect for the sprite:
```
DX7.GetWindowRect frmMenu.picCreate.hwnd, dRECT
DDS_Primary.Blt dRECT, DDS_BackBuffer, sRECT, DDBLT_WAIT
```
This is just an idea on how it will work. Hence letting it be brief.
I'm going to get started on this now so I could post a better idea on gettting this to work. -
You probably relocated the source directory where vb6 picks off modules. Just be sure to check if it exist o the same directory where everything else is. Set the destination that missing module or add it to your project box.
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as much as i can try too image an idea on what you're trying to do, i can't. You think you can post up some screenshots about it?
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> If you sit on your left hand until it has pins and needles, and whack off it's supposed to feel like someone else is doing it, or so I've heard…
>
> ![:ph34r:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/ph34r.png)
You're missing the picture here. I suggest using ^^^^^^^^^^^^^^^^^^^^^^^^^ ![:hitler:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/hitler.gif) -
never had any problems with warping. Are you able to recreate this error?
Help me make my vertex floor flat T_T
in Programming
Posted
im afraid the polygon will not stretch out, it draws nothing