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YouGroove

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Everything posted by YouGroove

  1. Well the topic has been closed fastly, perhaps too fast. I'm aware of how to use shaders in Leadwerks 3. I changed shader to normal+specular in dynamic folder , like on the screenshot i posted, you can see the specular map i used and having white color on some parts that will produce strong specular on that parts only. When you use a specular map, no need to adjust it on "properties" panel caus the specular is defined by the texture not by a single value. But even having specular texture and normal+specular shader and trying putting high value on shader in properties panel it don't works. ------------------ tjheldna : I just tested your shader and result is not working. Have you some model to test containing 3 textures ? (diff,normal map, specular map)
  2. But is character controller cylinder size dependent on character size ? i mean radius not height ?
  3. Ok , i will let shadmar and other programmers reply to programming or features missing on suggestion forum so.
  4. Strange , must be the trees ? Can you upload trees somewhere to try them on terrain ?
  5. I thaught of more stuff than a simple exporter as im' really happy with Blender FBX export ? Well we'll see.
  6. What i found : HLSL fog shader : http://ploobs.com.br/?p=1868 shader fog for dummies : https://www.dropbox.com/s/z05aql3qp3dsly5/Codea%20shaders.pdf OpenGL fog : http://www.ozone3d.net/tutorials/glsl_fog/ All it needs is you to put at hard work now on this shader
  7. Humm .... Fog and shaders are not compatible from what i read long time ago. Some special work is needed if you need fog. A cheap solution : Make several aligned transparent background big planes always facing camera. By using several transparent layers you'll heav fog impression. But indeed not as good as real fog.
  8. have you saved your work before it disappering ?
  9. Well this si same as first post: http://www.leadwerks.com/werkspace/topic/7222-specular-on-full/page__hl__specular%20shader#entry59794 The specular texture bitmap is not taken account even with last update. Example test : he white parts on specular map (belt and others) just have no specular effect in 3D view After readin shader code , it's normal cau there is no specular texture taken account (no sampler2D texture) //Uniforms uniform sampler2D texture0;//diffuse map uniform sampler2D texture1;//light map uniform vec4 materialcolorspecular; vec4 color_specular = materialcolorspecular; lighting_specular += pow(clamp(-dot(lightreflection,nscreencoord),0.0,1.0),20.0) * attenuation * lightspecular[i]; Even shadmar help didn't made it on the old post. --------------------- Wo we need some shader Guru (Even if it is not so hard to to as there is lot of specular examples over internet)
  10. Is shadmar code using NEwton car physics or it's own car physics system ? this can make all the difference. I have 45 FPS running Nexwton 3 playground game and lauching the race track demo : 1 car, 1 circuit
  11. ok i understand better github like SVN, but showing difference for CAD models ... well we try to make games not CAD ? For visualisation only sketchfab is used by 3D artists.
  12. I really don't see the interest specially for game making domain ? SketchFab is lot more better : http://sketchfab.com/search/character
  13. SO SO much missing. I just wanted to tweak some Sci fi level made of lot of BSP re used blocks in LE3 right now (it could be models). I just needed to move all objects level stuff lower on terrain , guess what : The only way : click all 50 objects to move them down. And must re click all objects each time i need to tweak the level Its is not something ESSENTIAL and really missing ? Or must i be the only one using LE3 with more complex scenes ?
  14. I agree. http://www.leadwerks.com/werkspace/topic/7600-fps-in-retro-look/ Hey did i say i will participate already ? (learning some new language and stuff these days and next month, not so much free time) Participate for fun perhaps, but joint idea is stuccking, could have been : Physic FPS game instead. I have really no idea for joints, just some rotating platforms system.
  15. Don't worry , i just mean, we have no plannings, we don't know what is going on behind the scene, the only reliable info is : Linux, terrain OpenGL4 , these for end of the year, so other stuff must wait indeed. I agree , but LE3 si really new, it's not here form years, it's not a simple LE2 copy. I would say try UDK, and come back, and you will just say : OK with LE3 i can do that , not that ... So just find the limits in LE3 and see how to make your game around (i just let down BSP for models in LE3 , and it was the best choice for me) I even found the texture locking missing long time ago on BSP stairs : http://www.leadwerks.com/werkspace/topic/6158-what-are-you-working-on/page__st__80 I think like i said , you seem to had digged BSP as much as me : When you push editing further, indeed stuff is missing, and problems are existing. But you'll have to wait after new features are done, and i think it will be some new roadmap next year for missing stuff .
  16. Next kickstarter perhaps and LE3 web promotion can take all your time like it was the case previously.
  17. From 70 to 90 or 95 FPS on my big PC tower (hard to see as numbers are too much varying, you should siplay one FPS number each 0.5 second) The scene is empty, FPS could be better no ? For the physics, the car is not running , but running in place and jumping,at final walking slowly. Would need real physic car system instead. Anyway great design and model car.
  18. Ok, Actually i don't like BSP lightmaps, they are too strong and straight. The best would models lightmapping, but LE3 uses one texture lightmap per level system, so i don't htink it could be done easyly. Another solution i tested is beeing able to import lightmaps is possible in Leadwerks 3. You could dig that way no ? Better lightmaps, no modeling limitations ? The cons : - you must create a light ,not overlighting your imported lightmap and with same colour and range, what is not so easy all time.
  19. After BSP, now a look at model based level making. A simple and good example : Tomb Raider thread from polycount http://www.polycount.com/forum/showthread.php?t=119045 There are super tips, like using Zbrush and retopo to make golobal moutains and cliffs, as this is not terrain system based. Well the texture use, and lot lot of reusable and modular stuff, just look awesome and allowed ot make levels faster. The result is just top.
  20. is okay but getting all the materials, textures, sounds and models together is something you have to wait with. Hummm .... If you plan to use quality textures, this texture serach and gather part can take lot lot of time. The garther phase( textures, free models without modeling), could be allowed, caus you just search and download, and not start painting or modeling. Like collecting or serching code examples, you are just better prepared and in the month depending on your free time, it will lot more go in gameplay and ideas than gathering stuff ? no ? Using textures from website like CG textures is allowed. Yes in last Tombe Raider game, CG textures has been used by 3D industry artists : Nice find yep we used cg-textures pretty extensively in some cases we only had 30mins per texture, the art team was so small. Most AAA studios have around 30-40 plus envio artists we only had 14 at the most :| I did not mind though that means a lot of work came from each artis Source : http://www.polycount.com/forum/showthread.php?t=119045&page=2
  21. I experienced that problem when i planned to remake some system shock like game. I had that texture shifting problem on stairs, duplicate a stair and move it, it shifts the texture. Even sub textures sets in a big texture file can't be used if you can't lock texture position. It was said , BSP works like that. Once again BSP i don't thinks this is priority and we've been perhaps the two guys that dug it so much to ask new stuff and missing features. I would suggest you learning Blender and make modular models, you'll have total control on UV, you will work faster, and NO LIMITATIONS.
  22. @Aggror : You can start thinking and planning but no coding or designing the level(s) in the editor. With the exception of written libraries (GUI, networking), you have to create everything from scratch. 1) Ok so we can draw concepts and levels so ? 2) Ok you create everything, but textures can come form sites like CGTextures i hope ? ----------------------- What ideas for joints ? About the videos above , i don't see lot of example and some mechanisms can be done with animations or rotation simply. - Wheels to turn : they could be simplya wheel a simple rotation : same effect, no physics needed - last video mechanism : same statement, a simple running animated model will produce same visual effect, and you just open the door when it starts animating. Yes some simple mechanism animations can be simply made using rotations, or some animated models, not always need to go physics to just show a working mechanism. Perhaps better use : - Some rotating platform that you would rotate to positions to access some areas not accessible - catch some oject with joint system and it follows you whenever you go - push some lever with physics that would open some door with joint I'm don't see clearly joint possibilities , if other people have other ideas ?
  23. I didn't reproduced it trying creating other project with terrain and closing/starting LE3 , and switching projects. Topic can be closed for now.
  24. I never used joint motor, only joint to have some character grabbing some object and keeping it following him. Have you some example on where joint motor is used to produce what effect ? Do we must use "motor" specificaly ? or only joint is possible ? Or any joint functions ?
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