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Michael Betke

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Everything posted by Michael Betke

  1. I want to do a black light (not the black disco light which is flourocent) but just black. But if I use color 0,0,0 the light does nothing and I have just specularity. I would like to use it for interiour tinting or for other areas like overhangs or areas beneth a bridge. I also could use a ambient light but this has a global impact. I just want to darken areas with a black or dark grey light. Maybe it's possible with a .lua or some other solution?
  2. Leadwerks. Some love it. Some hate it. Sometimes I also do. But I make good money with the projects so I think I can talk as a professional. If you are an artist you need to get a good coder to be able to do a game. My impression is most people cosider Game Engine = Mod SDK with a lot of premade stuff. I tested a lot of engines, just from my artist point of view, and Leadwerks was the one I can do my stuff with. EDIT: Don't feed the trolls. B)
  3. Justto make it clear. Young people learn english here wit hstart of their second class in primary school around 8 years old. I started with 10-11 years.
  4. My mat is correct. Otherwise it would be black right from the beginning and not vanish after reloading the editor.
  5. Can it be modified so it can use a parallax shader? Would look awsome to have this kind of detail in specific areas. Is there a way to use something like 512x1024px? Seems to stretch my texture. or is it bound to the terrain grid in some ways? EDIT: There is a bug somewhere. Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again.
  6. Hey my english isn't too bad hehe. I think an english forum only would be better and keeps all together. Anyway, if you like a German forum why not start a community page with own content and forums? Or just make a subforum and name it Leadwersk Engine - Deutsches Forum. The buttons would still be in english.
  7. Michael Betke

    Hara forests

    Man great! Looks like Crysis. For what game is it? Never seen a life-like screenshot before111!!1!! Looks real! ;)
  8. Indeed. Leadwersk is lacking there a lot if you compare it to occlusion in CE2. You don't see in wireframe mode if an object behind a wall is occuded or not because wires are displayed every time. I have the feeling there is no occusin happening. In CE2 you have simple occusion proxies in your models. A plane in your wall for example. If you stand right before the wall you see your FPS going up a lot. In Leadwerks nothing happens. Terrain occusion is also not functional/present. It's not possible to use canyons/hills in a level to gain better performance with a clever layout. Dave could put more walls on his flat terrain and get more performance. The level seems to be quiete well optimized to me. He has very low distance for gras cover and lights. The vegetation density/complexity is not that big. Billboard distance is short. There are no decals in the level whichwould add to overdraw. So I think there's not much to turn down except post-shaders or I get with my 285GTX around 14-20 fps with all settings maxed out (1600x1050px res). So I guess those projects will tell where Leadwerks has to improve further and not just tell people with top-notch hardware to turn down their settings. Gamers won't accept this. I can clearly remember the bashing on CE2 because people were not able to play it on may back in 2007 even with enthusiast config. This bashing ruined CE2 and Crysis reputation and even now people are speculating if Crysis 2 will run as worse as Crysis back in 2007.
  9. I prefer regular updates. From R4 on it was in a good usable state judging from my field of work.
  10. Wow Flexman. This is great. A terrain would benefit so much of such technique. You only would need to place some small rocks for breaking up geomtry or some vegetation along the cliffs. I would love to see this in a further LEadwerks version as an additional option. No other engine has this so far. I really would like to know if it still looks good from the palyerview in a near distance.
  11. I don't want a mouse only. I want shortcuts! Lots of shortcuts. Clicking with a mouse is ancient.
  12. Josh is right. Make yourself some rock templates which you scatter along the cliff. It#s up to you how detailed you do it. Use it in a modular way so you can stick together the rocks. It's not bad if the intersect.
  13. I reported this issue to the bug tracke already one or two weeks ago. aybe you post it there too so it gets bumped a bit.
  14. Does the scaled physics work with the notepad method? OR is it just saving the scaled size?
  15. Couldnt you just blend the models "off" at a certain distance? And for roads you could use a complete black alpha in the last mipmap sp it would be invisible too. Or work with fog and some distance before you get zfighting.
  16. Because I did those roads hehe. Its a simple texture with alphachannel based on the default road material. So don't know wheres the problem. The screenshots are looking ace and its getting better each time! Thanks for the shader too.
  17. Sometimes you need a break from work and do simple other stuff to get fresh in your mind or just relax a bit. While waiting for my new workstation which I exspect next week plus organizing some work, I had the idea for an additional iconset. I'm a fan of coherent icons in a simple look. I also support the trend of dark UI elements which doesn't hurt the eye if you look at them for hours. Plus dark colors give some kind of a frame around your working canvas. I never was a big fan of the Leadwerks icons but they do their job and you get used to the generic windows looks very fast. So it's not pretty but effective. Unfortunatly all custom colors were locked with the introduction to 2.32. So I would need to do dark icons against the white background. The shot has been taken from 2.31 and has a slightly modified toolbar (.tlb) file. Icons are 32px in size which is a bit larger. My intention was to represent the new Leadwerks logo a bit. The grey colors for background, brighter colors for the icons or at least 1px white borders around the icons and a yellowish roll-over effect. For inspiration I took a look at other applications and how they were done. Maybe they will make it into Leadwerks at some point. I also have some plans for Entity icons but it's time to move on to new tasks for now.
  18. whisperer did a nice waterfall refraction waterfall for me.
  19. 1. Dragging models into the editor from file explorer. Not neccesary having them converted behind the scenes from .fbx to .gmf but would be cool. 2. Asset explorer. A bit like Adobe Bridge. With adjustable preview pictures. 3. In editor model filter with layers and prefab support. Filters for entities, models and so on with multi-select 4. Instant feedback. No "Apply" button any more. 5. No restart if I change assets. Just a "reload model" button or so. 6. Brushes for basic sketching of geometry and beeing able to export to my 3d app. 7. Material editor within the main editor to set up materials in an easy way. So far for the rought stuff hehe.
  20. wow looks like a lot of work. great job!
  21. Because it's more time consuming for an artist to assemble a building from dozents of small parts into one building. This is the job of an environment artist. He got the concepts and builds up the buildings. One set conists of 20-25 buildings for example. The level designer uses them but does not build them up himself with hundrets of small parts which are mostly in the hands of the env-artist. Using a lot of such small elements in thier asset-explorer is also time consuming. The level designer is busy with bowsing for stuff instead of setting up the level. They just exported a toolkit to the engine and promote it as a "cool" way to build up assets in a free way. Most env-artists have such a toolkit (like a set of pipes, decals, attachments) to build up new assets in a modular and reusable way. This video is no ground breaking feature. They just transfered the build up part into thier editor. I'll put together a video in a few days which shows this kind of workflow and you will see its already in LE. But I aggree on having the ability to group small models and save them as prefabs plus a better asset explorer is a nice and valid request.
  22. I have some problems with editor crashes if I update vegetation. reported to josh with a sample and I hope he can track down the problem.
  23. Everyone can do such workflow with leadwerks. All Josh needs to do is a simple function which allows to turn selected models into a group. Without a grouping feature it would be a bit tricky to select the building as one. decals are done by quite some forum members now. maybe they even can be done be displayed on geometry
  24. Yesterday scaling worked but lost the collision like all the time before. So nothing changed here.
  25. will it be as square in the game too? or another ratio? I think giving more room for long server names would be nice. people like to enter large nemaes for theier servers.
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