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Marcousik

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  1. The shader was originally written by @havenphillip I think, it was an interactive shader for vegetation to move around the player when going through. I modified a few things to let a csg sphere behave like mud when a tire is going through. There is a an invisible trigger under the mud to detect the tire and change the friction and other coming features like decals mud on the car and other possible splashes effects. Enjoy
  2. Marcousik

    Crack-free Tessellation

    One question: Would that be physics sensitive too? I mean imagine a tire rolling on that ground, would it run "as on" a box or on the new formed/designed ground edges ?
  3. So this crazy journey continues... It's all about making a game with free car driving in an open world, finding your way through random events, uncrossable areas, mud, water and getting managed your needs of water, food and fuel. (Something between Snowrunner and GTA where grenades could help to get the way free) In my free time (I don't have much anymore) I try to build a big map (4096) where it could be enjoyable to drive around to complete a task or just to relax, reaching an upgrade or making money to buy cloths. Here is a little demo how it could become, it's a WIP so missing lot lot features. Enjoy watching this.
  4. Marcousik

    Foliage

    Nice! Would be very interesting to see this scene in a video with performance test (FPS) with animated Sky (sun + clouds+clouds shadows) with shaped models + a few NPC running their paths.
  5. Yes exactly, I used Blender to import the meshes, transfer each one to the bones skeleton, then export the character with all the clothes mesh merged on it, and then seperetly export clothe items as .fbx to import the models in Leadwerks as dropable loot/items to equip. It's much work but it works.
  6. look at that beginning 2.47 I made that for a long time, maybe it is interesting... Made with Mixamo and Leadwerks no ultra, it didn't exist The problem is you have to animate the mesh. So I imported an animated fuse character with blender and added all the mesh on the bones. Then set the mesh you don't want with invisible material, Create a clothe as dropable item and then just show() the corresponding clothe mesh on the player as he equips it Edit: you can't just show() it as it wasn't hidden, you have to replace the invisible material on the mesh with the clothe material with animated shader. Hope it can help
  7. If you can cover only half the map with this density of models with shapes ..... Please make a tuto !
  8. Incredible... I observed most of performances Issues were caused by the model shapes becoming too heavy. I would not have think shaders are not optimized... So you mean with the original LE4 shaders could this scene not be rendered?
  9. Is this Ultra or LE4 ? How much FPS can you reach with this? I always encounter FPS problems bei trying to make such fullfilled jungles landscape, especially on bigger maps. Looks very nice.
  10. Marcousik

    Sideways Terrain

    Does that mean we can sculpt holes and caverns in the terrain?
  11. Ok I got it to work. I made the test only on your DEVROOM_gameplay.map I found 2 problems: 1) In script Nurse.lua: Remove this line in start() - this causes the bug 2) Your nurse Entity is too little ! It runs under the raycast you are testing and so doesn't trigger anything. -> Just put a scale on the nurse entity (1,10,1) After that the nurse is going to be detected and is coming to the camera, I also reduced the murse move speed to 1 or 2
  12. Hi 2 ideas to try: 1) Check if this is not a child, if it is, it should be GetPosition(true) 2) I got an issue with pick() returning entities not precisely enough Try to replace the false with true in the Pick() arguments https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Pick it's about the "closest" arguments Also maybe use [Name-of-your-created-world].Pick(....)
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