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omid3098

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Everything posted by omid3098

  1. as all bokeh points are same size: maybe you can define it for all highligts smaller than "n" pixles.. and for example if n=10: highlights with 10 pixel will draw bokeh shape in pure white, highlights with 1 pixel will be very fade.. and highlights with more than 10 pixels (like sky) can be just burred.. PS. or you can use only specular highlights..
  2. amazing! I didn't ever seen something like this in any other engine!
  3. I don't think so.. water.mat just points to first one of textures. however it seems waterplane don't use directly from water.mat (there is no material in waterplane properties or in its Lua file.. btw texture0 in water shader, refers to normal texture, so you need to change water.frag (I guess) and point texture0 to diffuse. (I don't know glsl) then change water.mat to set your first texture of series and assign it to your model.
  4. I think you should do it just like water shader(water.frag) and convert your animated texture to sort of dds files..
  5. it would be great if we had "recent status updates" to something like "google buzz" or "friendfeed" but just for texts. I hope it is easy enough to implement..
  6. something like this? which can be available in both online and offline .chm format. maybe?
  7. can we use these motions not only with futuristic soldier character?
  8. however if we have gradient sky, we can script time of day.. anyway ++ for "Time of day"!
  9. Currently we have 3 choices in Background of atmosphere properties. (None, Solid and Skybox) it would be great to have a "Gradient" Option with 3 colors to use as sky.
  10. ah.. I could not find it into my archive too, maybe you should ask Tyler.. that link is baked one MG it was not in realtime..
  11. I think source code where there too? maybe I'm wrong? B)
  12. I don't know how exactly you should use this, but here you are: in old forum B)
  13. mail your shipping information to support at leadwerks.com and check this post: If you need access to the forum...
  14. regarding to changing physic system, is there any approximation time on when this system will be replace with current phy system? I don't know should I continue to export my models with Phy or start to export my previous models to obj too..?
  15. as I can remember, we had this feature sometime in previous versions of leadwerks sandbox. we could set amount of RandomScale and after distributing vegetations, they were generate in random scales. that was very useful feature, but it removed. and there is just RandomRotation. I want to ask it for Leadweks Editor if is possible.
  16. Editor can not load previous maps. it will crash. is that because of PHY files? Vegetation system can not distribute vegetations. engine will crash again. maybe because of PHY files again. Dragging any models into terrain will put them on height=0. Edit: Should we report similar bugs (here or in bug tracker) at all? or this beta release is just for presenting some of new features?
  17. I think you can get better effect with some "corona"s there. in static or as particles.. however when I change it's color, its material will be strange in 2.31(and it's correct in 2.3). if you had same problem, I think you should modify corona shader (corona.frag I guess) one more suggestion using corona is to edit corona.dds like smudged light..
  18. I've tried almost every possible ways to export Are you sure Alex? in old leadwerks blog (blogspot) Josh talked about morphing support..
  19. I have a morphed sphere into max (morpher modifier), but I could not find a way to export it correct to .gmf. Morph_Test.zip I tried to export using both Alex exporter and fbx2gmf. but no success an all.
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