farbrausch demo tools open source
category: code [glöplog]
displaying splines etc in the view: try "Show all Handles" (y key).
instead of degrading us to customers, you're being degraded to infodesk!
hope you have nuff lube!
hope you have nuff lube!
now how about the sources for fvs32 so we can fix the demos that don't run anymore? :)
Gargaj: fvs32 was changed so often that probably none of the demos will run with the current version anymore, but if nobody's objecting I can upload it, too :) Need to ask some additional people for permission tho.
I wish I knew how to key the free cam without first selecting spline points (values) and then pressing 'o' (in spline window :-/) There must be some easier way...
oh, dear dear... it finally worx!
info for those interested in how to key cams in wz4:
1. You need to manually bind the cam to the Spline in Cam para window by choosing Mode to be Spline and then typing the name of the spline in the text field below.
2. You need to HOLD C key PRESSED + Left Click while in spline view ('g' on Spline op) in order to 'capture' free cam parameters. This will automatically insert the corresponding key to the curves.
info for those interested in how to key cams in wz4:
1. You need to manually bind the cam to the Spline in Cam para window by choosing Mode to be Spline and then typing the name of the spline in the text field below.
2. You need to HOLD C key PRESSED + Left Click while in spline view ('g' on Spline op) in order to 'capture' free cam parameters. This will automatically insert the corresponding key to the curves.
kb, ryg
I've been searching high and low and still can't find the full list of things like 'smoothstep' or 'BaseTime' from animation strings... Rightclick don't seem to answer this. Any hints?
Thank you.
I've been searching high and low and still can't find the full list of things like 'smoothstep' or 'BaseTime' from animation strings... Rightclick don't seem to answer this. Any hints?
Thank you.
the built-in functions are all defined in altona_wz4/altona/main/wz4lib/script.cpp (constructor of ScriptContext). that's the full list.
"fr-062: the cube" project/data files added.
wow, thanks ryg.
what about the variables list location?
what about the variables list location?
skinnytorus: don't think there is a global one. these aren't built-ins, they're just set by the calling code.
there's different contexts from which scripts can be called. just do a find in files for "BeginExe()" - variables are usually bound and default-initialized nearby. :)
OK. Then perhaps they are not too much different from the ones used in wz3?
By the way, could you briefly comment on the mysterios wz3 '_0f' variable. What does it do?
By the way, could you briefly comment on the mysterios wz3 '_0f' variable. What does it do?
none of the variables "do" anything per se. some of them do get default-initialized with certain values at the start of the exec phase (like "Time") and some of them are used for parameter-passing between animation ops, but that's it.
as for "_0f", well, to quote the internal mapping from kdoc.hpp:
it does absolutely nothing and isn't bound to anything. which is why it's a favorite choice as a scratch variable whenever you need to pass a value around that doesn't mean anything in particular.
as for "_0f", well, to quote the internal mapping from kdoc.hpp:
Code:
#define KV_FRACTION 0x0b // fraction for particles
#define KV_PLAYER_S 0x0c // player matrix
#define KV_PLAYER_R 0x0d
#define KV_PLAYER_T 0x0e
#define KV_0f 0x0f // unused
#define KV_LEG_L0 0x10 // walker-leg position
#define KV_LEG_R0 0x11
#define KV_LEG_L1 0x12
it does absolutely nothing and isn't bound to anything. which is why it's a favorite choice as a scratch variable whenever you need to pass a value around that doesn't mean anything in particular.
Thanks. it's good to know that at last :-)) Is _0f var local to an operator or its value can be passed to other ops?
All stored variables propagate down the tree.
ryg
Can wz4 be switched to DX11 mode (in the released bin it says that it's DX9)? Or I need to make a custom build for that?
Can wz4 be switched to DX11 mode (in the released bin it says that it's DX9)? Or I need to make a custom build for that?
DX11 is a separate build.
So, the public ver. of wz4 is dx9 only?
without tracking the source. i guessed the basetime is somewhat of global time. and the other "time" is walked throu the tree and related to last "clip" op below. and texting the ops variables that is. those functions that are in there i guess are the most common math. huh. pretty easy to animate. :D
skinnytorus: no, dx11 code is in the public source tree, just not the binaries. (there's no point - none of the stuff in wz4frlib uses any dx11 features)
yumeji
yeah, I noticed :)) Having searched the code for "BeginExe()" I found some vars in wz4_demo2.cpp.
They are:
Time
BaseTime
LocalTime
LowQuality
Rotor and Fader (don't see how to use them as they remd out later in code, but they do appear in wz4_demo2nodes.cpp)
yeah, I noticed :)) Having searched the code for "BeginExe()" I found some vars in wz4_demo2.cpp.
They are:
Time
BaseTime
LocalTime
LowQuality
Rotor and Fader (don't see how to use them as they remd out later in code, but they do appear in wz4_demo2nodes.cpp)
ryg
I see. Thanks. I thought DX11 support could ease some routines for my graphix card and make it it's temperature drop a bit :) Busy scenes deal such a blow on GPU... By the way, I have a double GPU card. Is it too hard to make wz4 use 2 GPUs?
I see. Thanks. I thought DX11 support could ease some routines for my graphix card and make it it's temperature drop a bit :) Busy scenes deal such a blow on GPU... By the way, I have a double GPU card. Is it too hard to make wz4 use 2 GPUs?
it's a different driver/api stack. dx11 does not make any significant difference on the gpu side (as long as you don't use any dx10/dx11 features, anyway).
the dual-gpu stuff doesn't actually work. meaning it generally takes either a vendor-specific sdk or someone at nvidia/amd to add your app to the list of gual-dpu-enabled apps in the driver. stupid benchmarksmanship. fuck that shit.
the dual-gpu stuff doesn't actually work. meaning it generally takes either a vendor-specific sdk or someone at nvidia/amd to add your app to the list of gual-dpu-enabled apps in the driver. stupid benchmarksmanship. fuck that shit.
again without source. the rotor could be a base sinus to rotate and the fader could be what was the ramp in wz1. dunno how this this works in a time based manner. :/
my thought about CF/SLI is: leave it to the driver if he can deal with lots of changing frames and the dependencies. but it hasn't been any useful to the extend of doubleing the framerate. just some minor fps-up and lags cause of the architechture. CF/SLI is borked. sorry for those who still think this is cool and buy one of those. :D
my thought about CF/SLI is: leave it to the driver if he can deal with lots of changing frames and the dependencies. but it hasn't been any useful to the extend of doubleing the framerate. just some minor fps-up and lags cause of the architechture. CF/SLI is borked. sorry for those who still think this is cool and buy one of those. :D