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Everything posted by Marcousik
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I search for this, because I worked on this in the past... And I found something for you: I wrote a similar shader that works on boxes. For sure I wanted to make something similar but not only on animated models. No importance, look here: TEMP 2020-10-03 22-34-30.mp4 And here are the files: - The shader: use this for the shadow shader too diffuse+normal+specular+dissolve-NoAnim - Kopie.shader - The script you have to put on the box: Dissolve.lua Give it a try, put a box with a material, give the material the right shader here uploaded, and put the script on the box. Look that the material has 3 diff+norm+spec textures, because the shader is based on this one. And you have to put the path of the used material for the box in the start of the script !! PS all crédits to shadmar.. All I did is a conversion or maybe just nothing.
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Hi Russel, There is a super cool shader for this: Maybe it is not for your purpose, so just check it.. If not, there is a possibility to create an alpha material and downgrade the alpha value to make the object disappear. Don't forget to remove the shape when disappeared.
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Ok look at the function description, I think you forgot something very easy: https://www.leadwerks.com/learn?page=API-Reference_Object_Context_DrawText DrawText(string text, number x, number y, number kerning=1.0) > The x,y are what you are seeking I suppose, coordinates place on the screen. Btw, nice graphic style you are creating ?
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idk if you can use frames for this, i'm not sure. But you could try using a timer by testing (for example:) if Time:GetCurrent() - self.FirstAnimStarted > 2000 then -- <start second animation>
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Hello Russel This is pretty simple: Leave a transparent place in your texture where the text should be written. Draw the texture in blend mode. Then write the text with Context:DrawText() after declaring a Font:Load() varaible. So you can write and change your text as you want.
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Is it possible to deform the terrain in real time?
Marcousik replied to Yue's topic in General Discussion
Try SetElevation() and decals ?- 1 reply
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Yes this a classic problem of 3rd view animations. Now look at that ^^
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Yes I think so. I just want to test it a few more and then I will make a demo map if everything runs ok that i will upload as tutorial on how to use etc...
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Hello, This shows the result of how a script is calculating and casting a road under different terrain conditions, various hills and various slopes, and a few exagerations. The script is not casting a spline; it lets the road follow the terrain, as a group of workers would do if they had to build a road: They would not cut all hills to pass the road through, but let the road follow the hills and they would look that the road keeps straight in its large part. That's exactly what I wanted the tool to do. If you want the road to be easy drivable and calm, just use the smooth terrain tool on the different place where the road should go; The road will just follow the terrain mouvement. I can tell the roads are cast very quickly only using the start() function - only a few seconds for tons of road segments. Such a road as in the video drops a little bit the FPS because it is made of 100 of little models generated, placed, textured and shaped, with max view range. The performances for this is still very acceptable, after a few corrections done on the models size and tables incrementations variables. There is always the possibility to simply reduce the view range of the models to win more FPS. At the end I can say it was very fun and challenging to make this tool, and I 'm really happy because it now works as I expected it should. Here is a view from the editor: It is very simpe, just tell the sccript where you want the road to go through. It is not even necessery to place the markers on the terrain. The road will start from "StartRoad" and go to "EndRoad", building a curve that will approach the "Curve" point. Here is a littl bit of work in progress:
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I really wanted to use the spline tool to make roads because it is a powerful tool but it has a big inconvenient: It builds the spline as you want but then moves the terrain to pass it to the spline - this sounds first ok but using this especially on big maps, you end up with a terrain that shows artificial big too sharpened contours and hollowed areas where the road is going through. To avoid this problem, you have to place a lot of spline pivots and nodes very carefully on the map, following the actual terrain movement. This takes hours and the result is disapointing if you forget one hill, it will shows this ugly sharpened cutted unnatural shapes. That 's why I want to build a tool that operates on the terrain but with the feature to pass the roads to the terrain and not the opposite. It should operates like a bulldozer does: Moving on the hills (and not cutting them!) the bulldozer builds a large passage practicable with a car. Here in this little demo, you simply need to throw 2 pivots on the map - no matter the height where they are placed - and the script calculates the rest: TEMP 2020-08-09 00-29-31.mp4 Script function for a straight road looks like that 2) Building curves: TEMP 2020-08-15 23-14-38.mp4 Code for curve looks like this: Showcase: Just tell the editor where the roads has to pass through to get this: (placing a few pivots) TEMP 2020-08-18 23-51-21.mp4 3) roads junctions are done ? Always keeping the simpliest way: With 3 pivots in the map, the script automaticly generates the first road segment with 1 curve. With 3 others pivots in the map, it builds the second road segment with 1 curve too. Then only add the second road segment as junction entity in the first road segment script property and the segments will be correctly calculated and attached together: 4) Texturing the roads: The textures will be drawn between the little sphere, creating surfaces and vertex in an appropriate way. The surfaces have to be joined ttogether from one road part to the next. Then only need to be shape. Well the first road is done, throwing 2 * 3 pivots on the map, where you want the road to go through, then attach the 2 road segments together with drag and drop property entity. More is not necessery to do...and the script calculates the rest, here a little showcase of the road: TEMP 2020-08-27 11-46-04.mp4
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Random generated Forest: About performances.
Marcousik commented on Marcousik's blog entry in Marcousik's Creations Blog
Second part of this thematic: https://www.leadwerks.com/community/topic/19981-lost-in-a-tropical-dream-landscape/ -
Whatever, such flashing trailer are wonderful as marketting publicity. No importance if used or not, it lets us dream. What about LE5 ? Do you think about starting an add campaign?
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Getting All Accurate Pathfinding Points
Marcousik replied to gamecreator's topic in General Discussion
Maybe you have to call GoToPoint() from pathPoint to pathPoint ? I can imagine this would limit the "drunk" effect, maybe check the distance from player to the next path point and reduce the moving speed if coming near to it. -
Offroad game terrain progression
Marcousik commented on Marcousik's blog entry in Marcousik's Creations Blog
- That would be great yes, but how, maybe shader knowledge too? A lense would round up the complete screen ? - I cannot augment the view distance of the vegetation, because there is no option between far view and max view range (as infinite). The max view range that seems infinite is not supported with so much models (FPS drops <10) But it is possible with shaders to smooth the "pop up" effect of the models. I modify for this each shaders that are used for the materials of the models, using the depth camera.z calculation from the groudplants.shader TEMP 2020-08-02 10-08-52.mp4 -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Äh thx Josh but I'm novice at this, can you explain what exactly you mean? Actually I require informations from the shader to the script to determine the water level of the waves or am I wrong? -
Offroad game terrain progression
Marcousik commented on Marcousik's blog entry in Marcousik's Creations Blog
Thx for encouraging ? I'm not sure what how this is going to continue. I got for sure inspired from GTA, I have a complete collection of clothes that the character can buy & change. I added a few weapons but this goes so common; certainly it can be funny but so much do that very well, Gta, Far Cry, Ghost and and and... I would rather go in a peacefully way of driving with music and landscape, making gold for delivering, but I'm not sure where to place the challenge if no gun fight. It became so common that someone wants to kill you in a game that it is difficult to think without this -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
To come back to the titel question, "How can I get the area where two objects intersect?" Does anybody knows anything about communication between shader and script variables? For example: the water level is now moving because the waves; until now I checked in script the position.y of the player to determine if we nead to hear a splash sound as foot step instead of the common footstep sound. But now seems difficult because the water is not constant anymore. Any idea on this??? -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Yes it s fascinating. I wonder if the waves could become more than a skin, should actually be transformed in a physics force on swimming objects, if this is possible with a shader...??? -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Last stand, I obtained ocean waves by adjusting the movement, could be ok but still no foam. I tried to adjust what I found, but the problem and funny is I have absolutly no idea what I'm objectively doing. Leadwerks Editor 4.6 - J__D-dISK_Documents_Leadwerks_Projects_MainGame_Maps_start.map 2020-07-30 00-03-09.mp4 -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
I just wanted to try something: Applying effect of leaves shader on the water shader. In a few minute I could get interesting effect. But far from waves: water.shader TEMP 2020-07-29 18-55-38.mp4 -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Okay... Could you add waves or is it that difficult? (Sorry I don't know anything about shaders, maybe I will start study this sometime.) Because it seems to be used in so much games... I'm asking if it is that heavy to add? The noise on the water is generated with normals, am I right? Would it not be simplier with shader noise ? -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Yeah sure I know about that... I mean WITH waves ! like this shared link here: -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
Hä? A wave shader? free to use? Where? -
How can I get the area where two objects intersect?
Marcousik replied to havenphillip's topic in General Discussion
@havenphillip I (and for sure many others) would pay for such a water shader to use commercially if there was one in the marketplace... Maybe you could ask Shadmar to help with this?