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Author Topic: LumPulse and lightFlicker  (Read 566 times)
pixel_legolas
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« on: March 19, 2011, 07:55:27 PM »

both of these gsl file have thse settings:

SurfaceName
MeshName
PingPong

I have a surface called Material #7
and a Mesh called tv but nothing happens with the effect.

I tried changing Material #7 to the actual texture and tv to the mesh name witch is tv.FBX

at runtime i get the error "Invalid mesh for pulsing, please chech meshName controller variable"

Any ideas?

I am trying to get a flickering tv screen
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davidochoa
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« Reply #1 on: March 20, 2011, 01:47:51 AM »

I have not tested this, but I reviewed the script and the mesh name is not the objects name, but the internal name of the mesh, for example, you have a TV modeled with various meshes (CRT, box, etc) and you need the CTR to flicker, this is the name you need to supply, check your modeler to find the mesh name.
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pixel_legolas
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« Reply #2 on: March 20, 2011, 08:04:11 AM »

ah, had not thought about that, some sub-mesh in the model. I think it was a single mesh model but will check again. thanks!
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pixel_legolas
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« Reply #3 on: March 20, 2011, 10:52:13 AM »

Yeah that worked for the LumPulse, finding out the meshname. thanks

Now I have a different error. I basically wanted to make the scene load at runtime without all the menus so wanted to create a simple loading with splashscreen and then load the scene.

I get so many errors and don't know why.

I used the codes from this:

http://www.gekido.ca/docs/user-guide/tutorials/loading-a-world-behind-the-menu

There should be everything needed there right
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LutinMalefique
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« Reply #4 on: March 20, 2011, 11:38:10 AM »

Just don't load MenuForm : you just want a splash screen and then your game level (not a 3d background scene, right?)
Skip MenuStartup() function, just call the "LoadWorld" function (LoadWorld ("yourLevel", main.gsl)).
It may work  Huh
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pixel_legolas
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« Reply #5 on: March 20, 2011, 11:59:01 AM »

I found some problems and managed to work around. In config.cfg there where links to layout that did not exist among other things so finally managed to get it right Smiley
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gekido
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« Reply #6 on: March 21, 2011, 01:29:26 AM »

you don't need to use scripts to get lights to animate anymore with the latest alpha / beta / whatever Helios is calling it.

Check the properties editor for your light objects - there is a new setting for lights that automatically animates lights in a variety of ways (including in the editor):

http://indie-game.com/2011/03/gamecore-new-animated-light-settings-http-indie-game/
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pixel_legolas
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« Reply #7 on: March 21, 2011, 04:22:33 PM »

oh, nice, haven't seen that option yet, will take a look, thanks!
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gekido
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« Reply #8 on: March 22, 2011, 01:18:12 AM »

They are brand-new (as of the latest test release), and unfortunately not documented yet, but hopefully will be fairly straightforward to understand.

Basically we realized that we were continuously coming up with variations on animated light scripts for various purposes, and decided that it would be much cleaner / simpler to integrate the concept directly into the lights themselves.  Not that it restricts you from doing custom scripted versions as well, but one of many options you have for creating dynamic lights.
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pixel_legolas
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« Reply #9 on: March 22, 2011, 07:56:54 AM »

yeah noticed that you have to open the opr and add a line. Would be better to perhaps have it in the LIGHTS dialog in the advanced tab perhaps? But it worked great. Now I have a subtle flickering light going down on the ground that flickers nicely
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