farbrausch demo tools open source
category: code [glöplog]
www.werkkzeug.com is offline now. I built mirror of this site for historical reasons: http://werkkzeug.t15.org/werkkzeug.com/.
hi , possibility to get some more project examples for "altona werkkzeug4 engine" and "werkkzeug3" ? (to understand the functionality of some more available operator´s). thanks.
While we're at it: I extended Altona's build system to VS2012 so thanks to Microsoft being less stupid than before it's x64 executable time :)
kb: go make a demo with it! =)
i can't export as exe with wrkzg3 , whats wrong ..always show (kkrunchy error : file is not executable)
That feature is disabled - and hasn't worked in our source tree since 2006 besides :)
@JMBi : so cool how it is (wz4 & wz3), but u don´t will get anything. try and help yourself to understand that great tools collection. yeahhhhh
@JMBi ... and do not try to ask so often , a blocked state for you (example :mail), is the next result what u will get. :)
Hi
I'm trying to write a custom shader with CustomMasterial (wz4)
How can I pass to the pixel shader a texture ? is it possible ?
thanks
I'm trying to write a custom shader with CustomMasterial (wz4)
How can I pass to the pixel shader a texture ? is it possible ?
thanks
As a happy user of wkz1 (releases: demo / 64k / 64k) I just found there are wkz3 and wkz4 out. Of course I am going to read this thread, but I was so impatient so I checked both layouts, opened examples in it, everything looks fine, just I was not able to "make demo executable". Can you advise or link me to the answer?
Hi, there is no more make executable, but now there is a player that read your project file created with the editor and render it as demo.
go on : http://erbsen.untergrund.net/board3/index.php
;)
go on : http://erbsen.untergrund.net/board3/index.php
;)
Is it for purpous? So only FR can do demos in it? It would be really bad news for me and anybody who was enjoying demomaking in wkz1 last years. I really wanted to swap wkz1 to any of those newer versions, but without exe-maker it does not have sence to even continue... :(((
Anyway thanks for the forum link, I will join for sure and get in touch with you there.
Anyway thanks for the forum link, I will join for sure and get in touch with you there.
the player is distributed with wz3 and wz4 so everyone can release a demo.
Nice, then I will try to do a demo about it ;oD
one question about farbrausch tool :
did the tool manage to create / delete some VBO (dont know the dx9 equivalent) or does it just send all generated polygons everyframe to the card ?
it could be possible IMHO because some parts of the scene are static some not, maybe the tool could create destroy VBO when needed ?
did the tool manage to create / delete some VBO (dont know the dx9 equivalent) or does it just send all generated polygons everyframe to the card ?
it could be possible IMHO because some parts of the scene are static some not, maybe the tool could create destroy VBO when needed ?
there's nothing in werkkzeug3/4 that *doesn't* go through vertex buffers.
hi,
anywhere an option in Werkkzeug 3 to activate an soft shadow option like "enigmastudio 3" or camera deepOfField (sharpness foreground and unsharp background) ?
thanks in advance
anywhere an option in Werkkzeug 3 to activate an soft shadow option like "enigmastudio 3" or camera deepOfField (sharpness foreground and unsharp background) ?
thanks in advance
no. it's stencil shadows. feel free to implement softness for that. and you can easily code a dof shader if you want.
a way to fake depth of field on wz3 :
http://erbsen.untergrund.net/board3/viewtopic.php?f=37&t=1084
http://erbsen.untergrund.net/board3/viewtopic.php?f=37&t=1084
and soft shadows
http://erbsen.untergrund.net/board3/viewtopic.php?f=37&t=1051
http://erbsen.untergrund.net/board3/viewtopic.php?f=37&t=1051
hi there,
o've the last day's to compile "theta" demo to a running executable. Once problem what not will be shown are (render target) scenes. So i've tried to create a separate scenes with "render target" material. On Werkkzeug3 is it perfectly running. all op's has been activated.
Any hints where i can looking for ?
If i set a simple material so is it running perfectly.
As exported *.kx -> then compiled as running executable (player demo) -- perfectly.
So it looks is it just a problem with render target material.
Thanks for any help
o've the last day's to compile "theta" demo to a running executable. Once problem what not will be shown are (render target) scenes. So i've tried to create a separate scenes with "render target" material. On Werkkzeug3 is it perfectly running. all op's has been activated.
Any hints where i can looking for ?
If i set a simple material so is it running perfectly.
As exported *.kx -> then compiled as running executable (player demo) -- perfectly.
So it looks is it just a problem with render target material.
Thanks for any help
anyone can help, that the rendertarget is functional under wz3 ?
Werkkzeug works with rendertarget scenes.
But not the player
https://github.com/farbrausch/fr_public
Werkkzeug works with rendertarget scenes.
But not the player
https://github.com/farbrausch/fr_public
Quote:
camera deepOfField (sharpness foreground and unsharp background)
This made me smile. :)
Hi gloom, what you mean with smile ?
after a very long time (i have cancer), i tried to ask again, that anyboday can help me (maybe) for that problem.
I've started to understand Werkkzeug3. I know, that this engine is currently not more the highend of things.
I installed vs2010 + dx sdk(2010).The latest state on github, i possible for me to compile.
To activate some operators on demo_config and to include the *.kx file is no problem.
in Werkkzeug3 I find, that "blur", "crashzoom" and "merge" operator's i can use forscene creation and it play's correctly , but if i create the player (the op's are activateed on demo_config), so it plays the scenes, but without (blur,crashzoom,rendertarget...)
I dont have the knowledge to programming these things. I was thinging, if it runs on Werkkzeug3 so it runs on the player too.
Maybe is somewhere a switch on code that it plays correctly the scenes in the player engine. It would be great, if anyone said "hey, please look on that code section and change this line ...) . On history.txt i seen that information, ...find bugs" is automatically executed on exports
- rendertarget ipp op
- alpha fixes for ipp blur and crashzoom...
after a very long time (i have cancer), i tried to ask again, that anyboday can help me (maybe) for that problem.
I've started to understand Werkkzeug3. I know, that this engine is currently not more the highend of things.
I installed vs2010 + dx sdk(2010).The latest state on github, i possible for me to compile.
To activate some operators on demo_config and to include the *.kx file is no problem.
in Werkkzeug3 I find, that "blur", "crashzoom" and "merge" operator's i can use forscene creation and it play's correctly , but if i create the player (the op's are activateed on demo_config), so it plays the scenes, but without (blur,crashzoom,rendertarget...)
I dont have the knowledge to programming these things. I was thinging, if it runs on Werkkzeug3 so it runs on the player too.
Maybe is somewhere a switch on code that it plays correctly the scenes in the player engine. It would be great, if anyone said "hey, please look on that code section and change this line ...) . On history.txt i seen that information, ...find bugs" is automatically executed on exports
- rendertarget ipp op
- alpha fixes for ipp blur and crashzoom...