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omid3098

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Everything posted by omid3098

  1. did you checked what Rich told? I think that is better than to ask Josh.
  2. just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture" other things are correct. and I have no Ideas about lightmap!
  3. so.. maybe you can add to your notes to support skin and sway shaders
  4. that was very good flex. VERY good! specially camera movement inside helicopter
  5. hmm.. can you make your texture toon(simple photoshop filter) and use hard alpha?
  6. Well. here am I.. again. Almost everything is going well. Characters are our current tasks. and one side a "little big" level is in modeling process, one side some destructible buildings are modeling. one other side motions are going good and clear. (but not good as you may except!) and like always the biggest thing that really hurts, is the one of the smallest problems! any way.. here is what I've left behind: Hesam Bani Eghbal is with us as our art director. well actually he works much more than an art director and I really like his style when he point me my mistakes! I found a useful tutorial from ProfessorXXX. thanks to Mr. Behrooz Roozbeh http://vimeo.com/7208356 you can also check his own youtube channel for more tutorials. some shaders done by Alex(Aily) and results are very good so far. and we have WYSIWYG in between 3ds max viewport and leadweks engine. how ever it's still under development. thanks him! I've just finished my BS as a software engineer! and here is very hot :|
  7. Cut skin modifier, add Editable mesh modifier, add Editable poly, past skin modifier, re export. PS. very good model!
  8. is there any chance to remove additional light in free camera mode please? I think final result for shader is without this light.
  9. yes, I tried to open materials, edit and save them. so.. it seems I should not do this! hope this fix in next versions thank you Nicolas..
  10. I can not save my materials. it will make my diffuse texture to 0kb and will crash.
  11. here we had something simillar. and we thought it was because of roads..
  12. very good! I'm wondering how good are leadwerks shader developers. you, aily, eternal crisis and others... I wish some day I found you guys working on one material solution. keep rocking guys! \m/
  13. thank you very much. this really simpler than Rename Master! today I have to rename 567 GMF files! I don't know if you have any times or plans to develop it. but to be able to remove some parts of files, I need to place blank in "Rename to" Section please!
  14. omid3098

    Decals

    Hi Gandi. I had strange problem in v0.1 described here may you check it in newer version?
  15. I usually use that preview for big jobs.. not for fixing small details! and it would be better to work with low strength paint brushes inside editor itself! not to paint on preview window and keep eyes on editor! but thank you for your suggestion!
  16. can you explain more please? terrain is 2048*2048 with Altitude set to 500, I can get good results with paint brush by low straight. but painting whole terrain to make them all smooth is " "! it's pain..
  17. good job Dave.. nice models..! just one thing, texture scaling in sickle and hammer is big in my eyes.. what do you think?
  18. good job Dave.. nice models..! just one thing, texture scaling in sickle and hammer is big in my eyes.. what do you think?
  19. @ Alessandro: yes I have LOD for them.. @: First: I know you will not implement this in current version. And I don’t want to bother you with useless suggestions. It’s enough for me, if you just consider some of these Ideas or pick some point from game developers problems. And it’s not actually matter for me, which version will you use them. However I think for leadwerks having some good quality games in markets is better than having good engine without any games on markets. It will take “at least” 6 months to finish LE3, after that it will take at least one year to develop a good quality game with that. And you know after this long time game technologies WILL change and same cycle may repeat. Second: you consider your problems and I consider mines. I know I have to make my game using 2.32r5, and before I post any feature request or something like my previous post, I clearly know that it will not be in my game. Hopefully some bugs will be fixing for me, nothing else. Hope you got me. So please take this kind of posts easy. they are not for making rush.
  20. about original post: I guess vegetation system don't uses this culling method. accidentally I checked this today: as you can see tri count is both images are almost the same. is that because of leaves transparency?
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