upspring help needed.

upspring help needed.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

upspring help needed.

Post by smoth »

I am starting my feature work and I need some help.

First, when I load the example model that is included with upspring it is solid black. What is wrong here?

Also, how do I set the object origon?

And finally how do I set a glow effect?

-Thanks in advance.. as soon as I can get these answers I will start my feature work.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

First, when I load the example model that is included with upspring it is solid black. What is wrong here?
It's a bug in the shaders, that shows up on any card but mine.
I will do a new release probably in the weekend probably, it's probably best if you wait for that (1.2 has annoying behavior with missing textures and texture paths).
Also, how do I set the object origin?
Move your object around, and click Apply transform. This will transform the vertices into the parent coordinate system, and indirectly allows you to set the object origin (Very much like the indirect setting of origin in 3DO builder I think).
And finally how do I set a glow effect?
Red channel of the second texture.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

May I request that the team-color opacity be read from the blue channel of the second texture (unused at the moment, if I am not mistaken) instead of the alpha on the first? I'm sure it would be much more convenient for everyone involved, since it can be much more easily worked with and manipulated using any program. I would be very grateful if you could do that.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Aside from keeping compatibility with the feature s3o's that have been made already, this won't be possible.
It has to be put in an alpha channel, otherwise the team color can't be rendered on PCs without shader hardware.

What I can do it add some functionality to upspring to compile 2 final textures from a set of original textures: so color+grayscale teamcolor+grayscale reflection+grayscale self-illumination is converted to the fnal textures.
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Caydr
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Post by Caydr »

Much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much, much easier to set the object origin in max.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Ok how does it work in max?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

I personally like the 3do build method... there is a button "set current postition as object origon." it will take the parent object's coordinates and allow you to place the objects origon point based on the parents point.. which I find is great... and it allows me to quickly adjust the point.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

To clarify: when you don't use scaling/rotation, the "Apply transform" in upspring works exactly the same as "set current postition as object origon."
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

then it is all I need.

thanks :)
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