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 I got some questions about the game engine. 
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Joined: Mon Jul 13, 2015 1:42 pm
Posts: 2
I have some technical questions about modding in XStoryPlayer v3.5:

1) Using fog in scenes. Where I have to put this code?
Code:
fog_enable = true; // true or false
fog_color = (127, 127, 245, 200); // RGBA?
fog_min = 0.0;  // float?
fog_max = 10.0; // float?

2) Is it possible to use vertex color to blend textures/shaders?
3) Do the vertex color supports modes other than multiply?
4) Does the decay rate work in light sources?
I don't see any difference with decay true or false:
Code:
lightI "testSpotLight"
{
    decay = true;
}

5) Is there any settings for ambient occlusion? (radius, falloff, intensity)
6) How to use animated textures? (sequence, sprite sheet)
7) Does the engine support Directional Lightmaps or Radiosity normal map?
8) Do you have any color correction tools? (LUT, curves, levels, etc)
9) Is it possible to mix normal maps in shader? For example, normal map with UV 0-1 and a tileable normal map.
10) How to use GRASS and SKIN_FUR shaders?
11) Filemaker supports encryption of the pack. How to share it without sharing the key? I mean "read only" pack.


I would be very grateful for the detailed answer!


Wed Mar 29, 2017 3:54 am
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Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
>> 1) Using fog in scenes. Where I have to put this code?

Add this code in your "scene.ini" file.
It will add blue fog to your scene.

Code:
scene scene1
{
  create_scene = true;
 
  render
  {
    fog_enable = true;
    fog_color  = (128,255,255,255);
    fog_min    = 15.0;
    fog_max    = 40.0;
  }
}


>> 2) Is it possible to use vertex color to blend textures/shaders?

Yes that is possible. In maya add a white color set to your mesh. Then apply a separate color for each vertex.
Make sure all vertices have a color.

>> 3) Do the vertex color supports modes other than multiply?

No, only multiply to the shader color.

>> 4) Does the decay rate work in light sources?

No, no decay is used for light sources. Lighting is pretty simple in this regard.

>> 5) Is there any settings for ambient occlusion? (radius, falloff, intensity)

No, again it is a very basic ambient-occlusion algorithm.
Only setting is disabling ambient-occlusion for a scene like this:

Code:
scene scene1
{
  create_scene = true;
 
  render
  {
    ambient_buffer_width = 0;
  }
}


>> 6) How to use animated textures? (sequence, sprite sheet)

This is not possible.

>> 7) Does the engine support Directional Lightmaps or Radiosity normal map?

You can use Maya to create lightmaps for a scene.
You will however need to uvmap the scene yourself to make sure it does not overlap.
By using multiple textures you can add texturing (multiply) to these lightmap texture(s)

>> 8) Do you have any color correction tools? (LUT, curves, levels, etc)

No

>> 9) Is it possible to mix normal maps in shader? For example, normal map with UV 0-1 and a tileable normal map.

Only 1 heightmap (or bump or normal map) can be used.

>> 10) How to use GRASS and SKIN_FUR shaders?

GRASS is very graphics intensive. Here is some code for the body.ini:

Code:
shader "AA_body"
{
  shader_type = SKIN_FUR;

  norm_offset = 0.007;
  layers      = 7;
  fur_type    = 1;
 
  color_map  = "scenes/textures/character6/body_fur_png.dds";
  color_map2 = "scenes/textures/cloth/cloth_fur2_png.dds";
 
  bump_map       = "";
  reflection_map = "";
 
  color_repeat2 = (25,25);
 
  color_wrap_u2 = true;
  color_wrap_v2 = true; 
}

shader "AA_face"
{
  shader_type = SKIN_FUR;

  norm_offset = 0.007;
  layers      = 7;
  fur_type    = 1;
 
  color_map  = "scenes/textures/character6/body_fur_png.dds";
  color_map2 = "scenes/textures/cloth/cloth_fur2_png.dds";
 
  bump_map       = "";
  reflection_map = "";
 
  color_repeat2 = (25,25);
 
  color_wrap_u2 = true;
  color_wrap_v2 = true;
 
  morph_depth = 6;
}

shader "AA_genitals"
{
  color_w_type = SPEC;

  shader_type = SKIN2;
 
  color_map  = "scenes/textures/character6/body_fur_png.dds";
 
  bump_map   = "scenes/textures/cloth/solidb.jpg";
 
  blend_mode = ADD;
  blend_mode_par = (0.075,0.5,0,0);
}


>> 11) Filemaker supports encryption of the pack. How to share it without sharing the key? I mean "read only" pack.

Encryption was added, but all packs are now open to make modding possible.
Making a read-only pack is therefore not possible.
The models themselves however are more or less encrypted.

A lot of the issues/questions you addressed/asked are build into the new engine, but it will take some time before that is released.


Wed Mar 29, 2017 10:35 am
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Joined: Tue Sep 01, 2015 7:56 am
Posts: 60
g6893285 wrote:
I have some technical questions about modding in XStoryPlayer v3.5:

11) Filemaker supports encryption of the pack. How to share it without sharing the key? I mean "read only" pack.


What are you making and when are you releasing it? Sharing is caring.


Sun Apr 16, 2017 3:08 pm
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Rank 1
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Joined: Mon Jul 13, 2015 1:42 pm
Posts: 2
Thank you for your answers!

A couple more questions:

1) How to create correct collision for non-flat surfaces? (stairs, terrain)
For example: https://www.youtube.com/watch?v=sr3iClSkgCQ
Code:
rb "groundShape"
{
   physics
   {
      shape_type = GROUND_FULL; 
      coll_type = NONE;
   }
}

GROUND_FULL works correctly only on flat surface.
TERRAIN crash the game.

2) Joints count and their names are hardcoded?


Sat Apr 22, 2017 4:51 pm
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Joined: Fri Feb 27, 2015 2:06 pm
Posts: 682
Location: Australia
g6893285 wrote:
Thank you for your answers!

A couple more questions:

1) How to create correct collision for non-flat surfaces? (stairs, terrain)
For example: https://www.youtube.com/watch?v=sr3iClSkgCQ
Code:
rb "groundShape"
{
   physics
   {
      shape_type = GROUND_FULL; 
      coll_type = NONE;
   }
}

GROUND_FULL works correctly only on flat surface.
TERRAIN crash the game.


I think i can answer the TERRAIN part

Code:
Ground collision like that is using a height map.

The rendered mesh has to follow the ground height map which can be a bit tricky.

You can use maya to transform a mesh using a heightmap (Google for this).


Quote:
rb "groundShape"
{
render {}

physics
{
coll_type = NONE;

elem[0]
{
shape_type = TERRAIN;

shape_file = "scenes/forest/forrestfloorheightmap.jpg";
}
}
}


The height map needs to be small around 128x128 larger values caused problems
then you need the mesh to align up with the collision otherwise you are walking in the air

Attachment:
forrestfloorheightmap.jpg
forrestfloorheightmap.jpg [ 15.7 KiB | Viewed 11081 times ]


Stairs im not sure of but could be done using the hightmap and terrain

2. I don't think bone names are hardcoded however if you did change them you would have to change every animation that referenced that name
not 100% sure tho

And so long as you reference the new bone in the correct files you can add in as many as you want i think

_________________
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Sun Apr 23, 2017 12:52 am
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