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Everything posted by YouGroove
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Even without grass and trees, can Ameshi make some game as gorgeous as "The Zone" We could give you the best 3D engine, but if you are not able to make outstanding levels, it is useless.
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Some star wars inspired mob made in Silo 2.
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Ameshi : You are totally wrong one again, what make you think it looks better is not lightening or shadows but : - very good 3D art models with good details and textures (houses, rails etc ...) - vegetation system with quality 3D models : grass , trees, rocks make the scene looking very good compared to LE3 terrain screenshots - Some Full screen effects : Dof it seems Otherwise lights and shadows are same as LE3. You should start to make a game to see how far LE3 can get if you put some work Did LE2 supported LOD ?
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What's the biggest development challenge you face?
YouGroove replied to Josh's topic in General Discussion
I'm not sure you are allowed to use characters you buy from asset store in other 3D engine ? It is legal ? There are many free characters and i don't thin you cna use them to sell a game. -
EDIT : ok i just missed it, GI is showed at 3.15, this is fast because they calculate using octree, as their game levels are based on Octree BSP , im' not sure GI to work on models assets. They bake lightening data in some octree system, it reminds me AC4 engine, http://bartwronski.files.wordpress.com/2014/05/assassin_s-creed-4-digital-dragons-2014-no_notes.pdf The game was looking good, but not as good as last one using PBR , this is where i should bet instead of GI. I mean LE3 games wouldn't look so much better just bringing GI, a lot depends on your game design and lightening.
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Perhaps he is doing something else wrong, i tested it's level and only using physics door made the drop down, otherwise the game runned fast anywhere. @liamgibbins: Can you post your new level if you want some of us to test.
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Testing your level, this is juts physics that make lag when a door opens, it lags until the door closes, than the frame rate returns to normal. Can you upload some part of your new level to test ?
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Can you post your complete camera code ? Did you used that command ? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/cameraaddposteffect-r820
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But LE3 Lua script is something that don't change like all LE3 commands, i don't undderstand your point ?
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I tested your level and i have a solid 60fps; the only problem is when using switches to open doors, until the door is closed, the frame rate drops lower than 10fps. You seem to have some script or physic problem in your map. I'll dig later if i have more time.
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Someone pointed you to Ogg and Lua, why are you not trying to use it instead ? I wanted some other full screen shader effects, i just took a look at some shader code, and tried to port it to LE3 and it worked at some point. So stop complaining, be some more active than waiting for things to come , and save your time to start your game instead.
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Question : How to force sRGB conversion in LE3 ? if(g_useGammaDisplay) glEnable(GL_FRAMEBUFFER_SRGB); else glDisable(GL_FRAMEBUFFER_SRGB); http://www.arcsynthesis.org/gltut/Texturing/Tut16%20Free%20Gamma%20Correction.html Because trying Uncharted 2 tone mapping in LE3 is heavy saturated and some guys said it could come from sRGB ? (I don't know a lot about shaders).
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Please, create another thread if performance is your problem, don't bring out old thread based on older LE3 versions, because lot of updates has occured since. Also give lot more information than just asking performance : upload a video or pictures of your level, number of lights ? quality lightening ? resolution ? full screen effects ? MSAA ?
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Indeed, it must be done on the most efficient and fastest way : GPU
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Let's port to LE3 a simple tone mapping shader this time : https://github.com/pixelpusher/CreativeCode/blob/master/HarmonicSineDrawingGlow/data/ToneMap.glsl And the working LE3 version : You must play with exposure and brightness to adjust as you want the shader. Before tone mapping : With tone mapping with same directionanl light values : it looks better, the colors are more vibrant Another test with no ambient, low directionnal light and a spot light : No tone mapping Tone mapping with same values as before Shader download : http://www.leadwerks.com/werkspace/files/file/573-simple-tone-mapping/
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BSP are mainly to blockout your level base only and prototype , test gameplay. Level designers using Unreal for example , just block BSP to prototype, than replace all with imported models. Anyway if you still plan to use lot of BSP than 3D world Studio remains the BSP tool for LE3 as it has all functions already. There is some good effects right now in LE3 shaders, and some people will perhaps adapt and bring new shaders Games looks bland when they don't have any style and use generic generated charcaters or generic 3D assets everyone using the same almost. Anyway, that's a good news about terrain vegetation and water, the most needed things to make big gorgeous outdoors.
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I'm progressing It's not the complete shader code working , but already this make some very interesting lightening.
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Let's start witha good article showing HDR and tone mapping : http://frictionalgames.blogspot.fr/2012/09/tech-feature-hdr-lightning.html Code from Uncharted 2 tone mapping , before trying to port it to LE3 : float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; float3 Uncharted2Tonemap(float3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } float4 ps_main( float2 texCoord : TEXCOORD0 ) : COLOR { float3 texColor = tex2D(Texture0, texCoord ); texColor *= 16; // Hardcoded Exposure Adjustment float ExposureBias = 2.0f; float3 curr = Uncharted2Tonemap(ExposureBias*texColor); float3 whiteScale = 1.0f/Uncharted2Tonemap(W); float3 color = curr*whiteScale; float3 retColor = pow(color,1/2.2); return float4(retColor,1); } LE3 final working version #version 400 uniform sampler2D texture1; uniform bool isbackbuffer; uniform vec2 buffersize; out vec4 fragData0; const float A = 0.15; const float B = 0.50; const float C = 0.10; const float D = 0.20; const float E = 0.02; const float F = 0.30; const float W = 11.2; vec3 Uncharted2Tonemap(vec3 x) { return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } void main(void) { vec2 icoord = vec2(gl_FragCoord.xy/buffersize); if (isbackbuffer) icoord.y = 1.0 - icoord.y; vec4 c = texture(texture1,icoord); vec3 texColor = c.rgb ; texColor *= 3; float ExposureBias = 1.3; vec3 curr = Uncharted2Tonemap(ExposureBias*texColor); vec3 Wvec = vec3(W,W,W); vec3 Wtonemap = Uncharted2Tonemap(Wvec); vec3 oneVec = vec3(1,1,1); vec3 whiteScale = oneVec / Wtonemap; vec3 color = curr*whiteScale; float powerV = 1/2.2; vec3 powerVal = vec3 (powerV,powerV,powerV); vec3 retColor = pow(color,powerVal); vec4 cfinal = c ; cfinal.rgb = retColor; fragData0 = cfinal ; }
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Some usefull level design lessons How to make your CLEAN maps look Good How to Make your DIRTY maps look Good Half-Life 2 Level Design Techniques Map design, from start to finish
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Importing an .obj with an .mtl into leadwerks
YouGroove replied to lxFirebal69xl's topic in General Discussion
http://blender.stackexchange.com/questions/5110/how-to-import-a-mtl-file Google is your friend -
Importing an .obj with an .mtl into leadwerks
YouGroove replied to lxFirebal69xl's topic in General Discussion
You must create a new material in LE3 and edit it on the material editor, than choose the shader you need, and just select the textures for the shader. You must also import the textures to LE3, that will be transformed to .tx files, beware to choose the right compression system for the texture (for example Dxt5 when you need alpha transparency). -
Importing an .obj with an .mtl into leadwerks
YouGroove replied to lxFirebal69xl's topic in General Discussion
You can use Blender to import obj, than export to Fbx. -
API: Members for an entity's forward etc. direction
YouGroove replied to Rastar's topic in Suggestion Box
I agree some good helpers would make code shorter and faster to read. I'm among the guys that prefer functions ready to use than coding math that can give headaches. -
If foliage and some other features comes faster, than it's ok to leave Ogg for now. And perhaps someone will write a plugin and Lua binding for all LE3 users ?
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Many things changes in LE3 continuously like many other software having updates, i also would prefered some small old things like the drag and drop textures that is no more, Josh won't bring it back because me or some few others would prefer it. Josh knows where to lead LE3 developement, so sometimes, we better accept it, so i just use now the new system. But i'm not against your suggestion at all.