VIP4 Launcher

category: offtopic [glöplog]
this is the Launcher used for the VIP4 for the Compo presentations. It's not a demo nor a wild, nor a invtro so that's why i made a new post here.
And it's Geforce3 Minimun enjoy
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added on the 2002-07-13 23:18:31 by u2 u2
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added on the 2002-07-13 23:21:24 by u2 u2
i learn BBS code here a better link :
added on the 2002-07-13 23:23:25 by u2 u2

best piece of code seen at the vip4 btw ;)
(sauf bien sur la berlina et les lobster)
added on the 2002-07-13 23:23:42 by stil stil
added on the 2002-07-13 23:26:40 by stil stil
mais quel connard :)
(nan, sinon ouai c'est super joli :)
added on the 2002-07-13 23:27:49 by Jylam Jylam
Okay i hope this link is correct or type it in your browser it's not so expensive in fact and..... and fuck !
added on the 2002-07-13 23:30:34 by u2 u2
Oue ben n empeche qu avec Vox, on s est dit pdt toute la VIP que cte launcher aurait pu gagner =))))
bj U2 =)
added on the 2002-07-13 23:31:16 by boxow boxow
added on the 2002-07-14 00:04:42 by stil stil
looks like yours average sdk example ripoff ;)
added on the 2002-07-14 01:10:10 by superplek superplek
looks like it's not working on my GF2GTS T_T

ok ok I know I read the damn readme ^^;
added on the 2002-07-14 01:48:13 by analogue analogue
plek : hum yes your right i rip ( it's a sort of second nature for me ) the fucking microsoft cubemaps, because i don't have the possibility to make such of complex photography by myself... but if you know someone who can made such a things i will happy that you advise me.
added on the 2002-07-14 12:05:00 by u2 u2
some people just can't take a little remark now can they :)
added on the 2002-07-14 12:32:13 by superplek superplek
doesn't run on radeon8500. :)
added on the 2002-07-14 12:37:18 by ryg ryg
plek : soumet toi ou bois sera ma reponse !

ryg : hum it's strange because i don't know why it doesn't work on ATI. i only use standard DX stuff... perhaps it's a driver problem, yes perhaps... :)
added on the 2002-07-14 13:27:21 by u2 u2
bon sang de bonsoir
placing witty remarks in your native language is weak ;)
added on the 2002-07-14 15:53:54 by superplek superplek
the almighty farbrausch debug snatcher aka the automated blackmail tool says:

Code: Direct3D8: (ERROR) :Invalid format specified for texture Direct3D8: (ERROR) :Failure trying to create a texture <U3D4> Can't Create the Texture ! First-Chance Exception 80000003 at 00426AA5 First-Chance Exception c0000005 at 00419EEC

Now if either D3D or your system said what format was requested, it would actually be helpful :)
added on the 2002-07-14 16:25:13 by ryg ryg
d3d debugger should let the debugger go in and init the device manually.. and fix all formats manually acctually.. then we could run stuff like this and those crap intros from razor .. ;-)
added on the 2002-07-14 16:27:11 by Hatikvah Hatikvah
lol, ryg.
good thing u2, it's very nice, and should have won the competition :)
just a little remark : why does the lower left corner with the compo text, have an effectless rectangle around him ? Don't tell me it's fixed pipeline mistake ;)
added on the 2002-07-14 17:40:12 by Sanx Sanx
ryg : i think i will send you a version with full Debug infos :))) send me an email and i will help you.

Sanx : hum it's not a bug it's normal, because 2D stuff iin this case ( and the occlude map ) are used to occlude the Blurring effect. As i use a fucking big image for compo text that why was see his border. Yes i can fix it with an alpha value in this texture but i was too lazy ( i finish to code it at party place, and i forgot this things when i release it ).
added on the 2002-07-14 17:49:18 by u2 u2
Huhuhuhu, lazy guy :)

The Oric demo was also finished at party place, but we take time to add the finish touches :p

But yep, among all the PC demos, that cube launcher was the most impressive one :)
added on the 2002-07-14 18:18:18 by Dbug Dbug
sympa ton avi u2 :)
added on the 2002-07-15 08:15:36 by flure flure

something better to rip, so we at least do not have to see more ms cubemaps in the future :)
also it's in H ! D ! R ! I ! :P
added on the 2002-07-15 14:16:34 by shiva shiva
u2 : as you use the pixel shaders, you simply use the color components as the alpha thing and maybe a constant as the color.
If it is a FP stuff, do the same with simple texture stage states, and use TFactor or such as the color.
But ok, it would be nothing with alpha-featured bitmaps :)
added on the 2002-07-15 18:05:28 by Sanx Sanx
shiva: don't rip -- use scene material :