Product Chat / GameGuru PublicPreview Build Released!

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m2design
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Posted: 8th Jul 2019 19:12 Edited at: 10th Jul 2019 17:35
Place the model just above the water level (not touching the water). using the sandstone structure(2) model.
walk into the water until you are under the water plane (the image should display the under side of the building.

Image of sandstone structure(2) just above the water line



There appears to be a problem with water and objects with any transparency >1 in the fpe file
Process: add a transparency =2 in the fpe file for the model sandstone structure(2)
Image of sandstone structure with transparency command added to fpe file (building appears to have vanished)


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LeeBamber
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Posted: 9th Jul 2019 14:12
A great one for the issues tracker (or augment an existing issue). Thanks for the repro!
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Preben
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Posted: 10th Jul 2019 08:58
@m2design: I added a new render function "transparency = 8" This will allow you to render transparent object before the water plane , and your building should then also display from below water , give it a try, and let me know if it works

I have not mentions this option as it is not really something that should be in the fpe, but should be a per object setting , but for now you can use it in the fpe. in the future this should be a artist choice when and how a transparent object is rendered, so we can cover any kind of possible placement.

About water and vegetation , as cybernescence say this was a render issue that was fixed , so it is now possible to have vegetation below water, GG will still remove the vegetation below water. This fix was made to make cybernescence's vegetation changes work so when he submit them to GitHub they will work and let you have vegetation below water line without GG removing it again, hope this explain the change

As cybernescence has been so kind and offered to submit the changes to GitHub there was no need for me to also make that.
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m2design
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Posted: 10th Jul 2019 17:33 Edited at: 10th Jul 2019 18:14
@Preben
Transparency = 8 in the fpe file appears to be a perfect solution. This solved several problems that have plagued me for sometime with window transparency in my models. This works great.

Side question: will it (in the future) ever allow the placing of terrain grass under water to render or are limited to just vegetation objects?
Example below of terrain grass under water (this was created in the test run using P9/0 but goes away in the editor)






Thanks for the transparency fix.

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3com
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Posted: 10th Jul 2019 18:11 Edited at: 10th Jul 2019 18:11
@ Preben
Ty 4 a great job.

Quote: "Side question: will it (in the future) ever allow the placing of terrain grass under water to render or are limited to just vegetation objects?"

Wonder the same.
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cybernescence
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Posted: 10th Jul 2019 18:31
Yes, there will be a settings.ini that will allow grass painting under water plane, so say a setting of 500 will allow grass upto 500 units under water and 50 is 50 - just to make it easy to configure. Assuming Lee ok witb that of course. It seem to work really well with Prebens change

Cheers.
Preben
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Posted: 11th Jul 2019 10:02
@cybernescence: Just set it to "0" by default , vegetation is pretty fast in DX11 and the artist can control "remove" grass underwater anyway so...

@m2design: Please check if this also fix your issue:
https://github.com/TheGameCreators/GameGuruRepo/issues/473
So i can mark it
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m2design
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Posted: 11th Jul 2019 11:48 Edited at: 11th Jul 2019 12:21
@Preben
Transparency = 8 in the fpe file solves all of my problems. Thanks for the new fix.







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UNIRD12B
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Posted: 11th Jul 2019 20:26 Edited at: 11th Jul 2019 20:26
Hi guys ,
Anyone else having problems with trying to resize the Terrain Sculpting tool ?
Using - or + , no longer seems to work for me.

Added it to github. ..

Unird12b
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Bored of the Rings
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Posted: 11th Jul 2019 20:43
works fine for me . Using 01Jul19 update.
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synchromesh
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Posted: 11th Jul 2019 21:00
Works fine for me to so definitely not a bug.
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3com
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Posted: 11th Jul 2019 21:08
7UP version here, woks ok for me.
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UNIRD12B
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Posted: 11th Jul 2019 22:13
Ok guys ,
Thx...works for me too, just seems to be very erratic in movement now , not smooth
like it was before..

Thx

UNIRD12B
Let\'s actually make something happen with this one !
Tomik18
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Posted: 12th Jul 2019 06:58
I must change from beta to publicpreview - Public Preview ?
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DannyD
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Posted: 14th Jul 2019 01:00
@UNIRD123B

Yeah, same issue. Check this thread I've started. Not only +/- But other keys aswell
https://forum.game-guru.com/thread/220889#msg2617782

Cubemaps -> Skymaps GUI creator
Link: https://forum.game-guru.com/thread/220053#msg2605579
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GraPhiX
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Posted: 16th Jul 2019 08:56
Quote: "@m2design: I added a new render function "transparency = 8" This will allow you to render transparent object before the water plane , and your building should then also display from below water , give it a try, and let me know if it works

I have not mentions this option as it is not really something that should be in the fpe, but should be a per object setting , but for now you can use it in the fpe. in the future this should be a artist choice when and how a transparent object is rendered, so we can cover any kind of possible placement."


Preben I have been debating on whether I should add this setting to my FPE Creator but took heed of your warning, is there a reason why it should not be in fpe? does it break something else?
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Preben
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Posted: 16th Jul 2019 09:11
@GraPhiX: Sure go ahead and add it , it will stay there , but as you can have different placements of the same .fpe (object) at some point it should be added to properties , it will be made as a overwrite so having the generic value in the .fpe is fine
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GraPhiX
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Posted: 16th Jul 2019 09:20 Edited at: 16th Jul 2019 09:24
Quote: "@GraPhiX: Sure go ahead and add it , it will stay there , but as you can have different placements of the same .fpe (object) at some point it should be added to properties , it will be made as a overwrite so having the generic value in the .fpe is fine "


Excellent thank you I will add it

on a side note there is no reason why you cannot create 2 Fpe's for the same asset just name the .BMP and .FPE with a slight difference i.e house.fpe and house8.fpe with house8.fpe with the transparency set to 8
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