Search found 122 matches

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Search found 122 matches Page 1 of 13
by marauder2k9
Sat Mar 25, 2017 12:51 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
after running it through winmerge, all the differences i could find were to do with whitespace, im still looking but alot of files are showing a difference im sure theres a difference in there somewhere
by marauder2k9
Wed Mar 22, 2017 12:28 pm
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
Thanks Jeff I'll try that and see what happens, I have changed a few things in my own code that are sort of necessary for my games, mainly vehicle and weapon code didn't really change any gui or material code least I don't think I did lol I can't remember, if there's any files different I'll report ...
by marauder2k9
Wed Mar 22, 2017 12:17 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
tried those, made it look better but still didnt work, i downloaded ur fork and just built it and it works perfectly, i just dont understand why it doesnt work in my own build
by marauder2k9
Tue Mar 21, 2017 10:42 pm
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
http://i.imgur.com/VMEIOlW.png this is what i mean, its almost like its clipping to the top left corner of the mesh and then centering the actual gui elements within the gui parent. But i think i may know whats wrong i still have the include of dx9 in guiTextureCanvas.h im gonna remove that and see...
by marauder2k9
Tue Mar 21, 2017 10:32 pm
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
i really have no clue as to what else would be relevant. running dx9, urs even renders better than mine does, in both the example object and my own screen test mesh the background has a weird what looks like clipping effect, where as your background is clean, ill re-download ur example file and see ...
by marauder2k9
Tue Mar 21, 2017 3:35 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
okay changed DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (NULL), "(GuiControl ctrl=NULL)" to DefineConsoleMethod( GuiCanvas, popDialog, void, (GuiControl * gui), (nullAsType<GuiControl*>()), "(GuiControl ctrl=NULL)" builds now, but still no update to the ...
by marauder2k9
Tue Mar 21, 2017 3:04 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
okay this has me stumped, i copied all files that were changed into my code. the only file presenting a problem is guiCanvas.cpp

says cannot convert from const S32 to GuiControl

something must have been changed in gui canvas, im going to check the history of the file and see what changed
by marauder2k9
Tue Mar 21, 2017 2:41 am
Forum: C++
Topic: Material Defined Decals
Replies: 11
Views: 116
yea u still need to have an offset based on the object its attached to but i was just thinking that ssdr may have less of a hit on performance when there are a lot of particles maybe
by marauder2k9
Tue Mar 21, 2017 2:29 am
Forum: C++
Topic: Material Defined Decals
Replies: 11
Views: 116
i will say the damage map looks cool, but if i shoot a person with my shotgun i want to see the big red wounds where i hit them lol ill try what u suggested with the offset due to particular position, as for the animation, do u know of a way to find the nearest node to a raycast? i was thinking of s...
by marauder2k9
Tue Mar 21, 2017 2:24 am
Forum: GUI
Topic: guiDynamicTexture (GuiTextureCanvas) revisited
Replies: 37
Views: 3004
the example object and scrip doesnt interact at all, but heres the weird thing, when i clone ur github repo and build it, it all works but looks really funky, making the changes in 3.10rc2 it doesnt update the gui

Image
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Search found 122 matches Page 1 of 13