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Everything posted by Marcousik
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@Genebris Dude 1000 Thx that made it, set the range to 0.5-600 fixed the tremblng I will credits your name for saving this idea if my project ever get finished!
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I don't know about that. Could you give me details, where/how? Function?
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Ok maybe? But is that not strange that everything goes ok at the edges of a map... except decals? I mean shadows, models, cng, emitters all work fine ,but decals are trembling. I m bit disappointed, it would have built good roads effects.
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Could it not be a shader bug
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It does not appear, I tried, no problem, only ingame And the bug appears even on 1024 map at the edge.
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One thing I don't understand if why does the trembing not appear in the preview editor?
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Right it is not tembling in the middle of the map, ok. But do you know how to fix this? Or that would mean for my game design no roads after range (x,y) ?
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Update: Tested on 512 map, no bug so occurs only on 4096 terrain, but can't tell why Update 2: It seems it is trembling only at the begin and at the end of a camera move. While the camera is moving it is ok.
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I want to build a road with the decals, but then the road is trembling each time the camera moves: I'm on terrain 4096*4096 Any idea why this occurs ?
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https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Decal_SetRenderMode -> You can select the effect of the decals appearing on models or on brush Or try to scale the effect zone of the decal so that it doesn't reach your character, that's all I know about decals
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I think that a non-subscription modus for Indies is an art of quality garanty for customers, as it says: Look at that big studios which are owning over 50000 $ with our engine-made games. They have to pay a monthly fee, are not suffering for this, and we are stable. That means nothing else than "pay our engine first after you get success with it" That's a warranty. But the real question is imo which part of the market/customers is Ultra supposed to be attractive for ? Indies or profis ? Maybe in a few years will seet Josh confortably with a big success thx to Ultra project and allow Indies to work or try to work with it for free or one-time payment. Who knows.
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Yes something like a spline tool is a must.. But we should see the spline from the editor, that's the main feature I miss by Aggror Spline system
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Will you put the feature road tracer ?
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@havenphillip Hi, I tried today to get that work but sorry I'm a terrible zero with shader. So I just did not get the traces to work as expected. No matter if I use one or the second shader that comes with the download. You put in the download height.tex and height2.tex, should i use one of them in the material ? Where? Maybe you could just post a little screenshot of your material textures view, thx a lot Edit Got it to work, using tire_height.tex in the displacement slot and the "decal alpha + normal.shader" the effect is really cool, will be useful for foot steps too I think!
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Cyclone Participating in Steam Next Fest 2022
Marcousik commented on reepblue's blog entry in reepblue's Blog
Congratulation -
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@Josh Any idea on an hypothetical "loading bar" on which prozent the ultra engine actually is, if 100% means the releasing state ?
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In my opiniom looks outdoors pictures best. indoors: ... Well very nice but somehow I find the walls reflection a bit too much? Bit like metallic. I don't think concrete should reflect so much...? Or maybe too much details.. I don't know but when I come into a room I don't expect to see the veins on the walls 10 meter from me.
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Upgraded car physics (demo)
Marcousik commented on Marcousik's blog entry in Marcousik's Creations Blog
That's right...so much game design questions and many inspiration is needed I'm thinking about bit of GTA like or village management with transport, something like this, not sure maybe adding educational purposes like mathematic little puzzles instead of shooting, really it is difficult, most because thinking about thtat alone is like turning around the same ideas again and again. -
> This is defintely the best result I obtained with Leadwerks physics to build a car; I think this car is good enough so that it could be used in a game. > The car reacts depending on terrain, feeling different if climbing or driving down. The car allows speed driving until 140-160 kmh > The dampers became an upgrade that give me the possibility to construct car over 200 kg. That means simply that the cars drive now with much more stability and give for the player heavier feeling. > It approachs the feeling you get in games klike GTA 4.. Even if the car doesn't really get out of control like sometime it happens ingame when cars are drifting. > Car balancing and transmission could get more fine tuning, but this should be no problem. Here is the demo:
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There is AddTorque() that adds rotating forces to an object with Mass: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_AddTorque But I think you are looking for the kinematic joint functions as Genebris said. I think your tree shape problem results of using a wrong method to move your character. I never had this problem while using the Physics movement rules in Leadwerks.