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Everything posted by Aily
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Impressive bots! My dream is to make level models for such project. The first thing that i start make with Leadwerks is FPS shooter, and on bots it was over. It's one of hardest part of FPS i thinking. And you maked it! With levels now must be easier. Good that you still continue working on it B)
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Hm, this is good idea! I'll try it B)
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I tiled textures from real photos and make Palette Knife filter in Photoshop. But it's looks very blured (you can enable low render quality to see how textures looks like in files). But in hi quality render i'm using sharpen postfilter. Such technique i stolen from Prince Of Persia Prodigy There some same render style.
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B) it's some flatters to me. Those bug with stacking in platform because charachter controller can't do swept collision. I will try to cast ray each time from current frame position to previous, to make my own swept collision. It can helps i thinking.
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Ok, i will be here now often. Yes, but first it must be finished I'll try to implement it. In final version 2 types of controls will be - such as now, and Ctrl+Space at same time, so player can use both of them. Space is a big button, in such game you need to push in 1000 times, it can broke your keyboard Anyway i will add it as i said before. But up arrow is impossible in such gameplay, when you attached to metal wall and pressing up - you should crouch up, not jump, i thiking I don't know what reason of it. All other people runs good it's demo. May be you can try to unpack it direct on c:\ or d:\ drive? Some different enemy types will be You very intolerant man, as me, i thinking that my levels is too short Thanks for notes. Will fix it, thanks If i turn on soft shadows it acne all scene and does not matter when shadow map size is 2048 or higher, looks almost like raytrace. There have not any filtering, only sharpen postfilter that affecting shadow enges because it high contrast. He, so then the game will be very simple. It's platformer feature - gamer some nervice when cant pass throw some hard place Me myself long time learning to pass those place after creating it . I thinking it have cost. Because each light need to be culled before rendering, and many notebook CPU can't fast render many different "tentity", as i maked stress test: 1000-1500 tentity in scene is not slowdown FPS, 2000 - is many. So that is why i don't using many lights. But in level 2 each of energy sphere have light source. Maybe in next dark level i will attenuate scene by meny spot lights. It will be just fine, if it will be sold on STEAM or any other market. Thanks all of you guys for replys! Now i know that i need 6-8 levels more for 1 hour gameplay, i thinking it will be enough for such game.
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Hi to everyone. Long time not se you I'm on a vacation, in willage, here noting to do, so i found my old (one of million) project and gather 4 levels for it. Features: 1. almost finished gameplay 2. almost all bugs catched from charachter physics (but still have stacking in some places) 3. almost finished render and snene management Story content and sound will be added later. In two words: in far away future on earth leave a robots only. Your mission is to rebirth humanity, and for this you need to collect energy that droped in many different places. Don't ask me about sphere that flying with charachter, it's small robot "The Satellit", it collecting energy and helps you to kick back angry bad robots. If you past throu all 4 levels please leave here your game time, it's important to know how many minutes of gameplay i need to make next Hope you will enjoy it P.S. Scene illumination is still incorrect in forward rendering mode, working on it.
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Good if it was possible to be - is to read version.txt before downloading engine
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I was fighting with it myself. And cant handle controller by z=0. Maybe two physics planes can help you like back and front limits.
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Yes, it working in editor Nothing needs to turn on. You try to decrace ambient light, and it's effect much vissible on rounded surfaces.
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You can replace your mesh.frag with this, and all your scene will be highlited by "fresnel" effect. In top of shader there have line #define AILY_FRESNEL_HIGHLIGT 1.5 To control fresnel contrast. mesh.rar
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Depth is too strong Possible to break eyes #define COLOR texture1 #define DEPTH texture3 uniform sampler2D COLOR; uniform sampler2D DEPTH; uniform vec2 buffersize; uniform vec2 camerarange; uniform float camerazoom; include "depthtozposition.frag" void main( void ) { vec2 ps = 1.0 / buffersize; vec2 tc= gl_FragCoord.xy / buffersize.xy; float depth = texture2D( DEPTH, tc ).x; float lineardepth = DepthToZPosition( depth ); float shift=clamp(lineardepth,0,10)/2; /// divide color shift. vec4 color_l=texture2D(COLOR,vec2(tc.x-ps.x*shift,tc.y)); vec4 color_r=texture2D(COLOR,vec2(tc.x+ps.x*shift,tc.y)); vec4 left=color_l*vec4(0,1,1,1); vec4 right=color_r*vec4(1,0,0,1); gl_FragColor=left+right; }
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TDS like Crimsonland, or 2.5D Mario like Aggror says.
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Yes, now i'm see that it's cave is cool. Maybe need some grass there?
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Here is it http://www.leadwerks.com/werkspace/files/file/234-lme-basic/ It's not tested by anyone, and me myself stoped to work with it, so there can be some bugs, but those video i was maked by exact this shaders.
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File Name: LME basic File Submitter: Aily File Submitted: 17 Jul 2011 File Category: Shaders Leadwerks Material Editor (LME) for Leadwerks 2.3 and 2.4 just in 3DS MAX viewport. Many thanks to Omid for idea and beta-testing Features: You see same picture in MAX viewport and Leadwerks engine. One click to export entire model with multiple materials. Materials features: base: overlay alphatest twosided cast shadows maps: diffuse map bump map cubemap reflection map spec/gloss/reflection map shader effects: specular gloss bump strenght fresnel reflections (fake carpaint) mix two materials "on-the-fly" by vertex color "R" using 2 layer diffuse alpha channel as mask blended edges Why it need to use: Very fast and easy model texturing by grass, dirt, e.t.c. LME divided to 3 parts: 1. "LME_TWO_LAYERS.fx" - 3DS MAX HLSL viewport shader 2. "LME_mesh.frag, LME_mesh.vert" - Leadwerks GLSL shaders with same features as "LME_TWO_LAYERS.fx" 3. Modified Arbuz's material exporter for exporting materials from MAX to Leadwerks Install: Turn off 3DS MAX and Leadwerks editor! 1. Copy "LME_TWO_LAYERS.fx" to "3DSMAX/maps/fx" 2. Copy "GMF_MaterialExporter.ms" to "3DSMAX/scripts/startup" 3. Copy "LME_mesh.frag, LME_mesh.vert" to "Leadwerks SDK/shaders/mesh" or your Leadwerks project shaders/mesh Now you can see video how it works. Performance: On some machines meshes with vertex colors rendering some slower. LME is calculating every material as if it with bump map, so some 1-2 FPS will be lost (not so crytical) Cubemap reflection is a heavy effect, so not need to waiting from it space ship speed. Click here to download this file
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Thanks for info about grayscale in red channel, will try it And yeah, it's postfilter, very easy to implement. It's not real 3-D, but objects is far or near on screen, i thinking thats enough
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You so funny Will be much better if Leadwerks was have it own startup dialog with adjustable graphics. Wy each developer need to make bycicle each time? Let it be packed in Leadwerks, and run any application showing this dialog.
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Just black squares. Hey man, if everyone say to you that your images is very dark, it's don't mean that everyone have wrong monitor tuning.
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Welcome! It have OpenGL renderer. Why you so need DX11? Crysis2-killer? It can't import X files, but it have good own format, and many converters to it.
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Next release will be packed and with much more different meshes.
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No, it can't help us to draw to textures. Glyph bombing is technique to fill randow surface, i.e. for generating whole texture. Standart Leadwerks decals is still best issue i think. As Vetal said, draw to texture cant be used on instanced geometry, because decal in one of them will be appear and on other too.
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Yes, each texture must bee unique. Ok, will se whats that
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Yeah! Need some udpate shaders and program. Now drawing color is calculated simple distance from current pixel to pen position. It's possible to put texture there and make some UV calculating code. There can be used any brush. But there have two sad things: 1. Texture is one, and on buildings it must be very big. We can use maximum 2048x2048 textures, and always thinking about video memory (it can be end on one of large texture). Anyway, quality of bullets will be low. It's good effect for blood or dirt. 2. I don't know how Leadwerks working with mipmaps, because it use CreateTexture, we can't preprocess mipmaps as usual in DDS, did Leadwerks calculates mipmaps for it after we drawing, or not - i don't know P.S. all meshes with such decals must have unique texture and "flattered" (unwrapped) UV coords.