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Everything posted by Michael Betke
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Polycrunsher was and is my tool of choose. Its integrated under the term "prooptimizer" since 3dsmax 2009 creativity extension. I really like it. Theres an additional free tool for mesh reduction called meshlab which is also very good. I do my lod0 mesh, run a prooptimizer pass and tweak it later.
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Then I would have to use a really huge model which is my skydome?
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This scene also consists of these assets. But I've choosen another skyboy. I have no idea how to generate a 6 sided skybox out of a spherical 360° sky. Maybe I'll look into it on a last minute base.
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Leadwerks capable of large urban areas?
Michael Betke replied to MattD's topic in General Discussion
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Leadwerks capable of large urban areas?
Michael Betke replied to MattD's topic in General Discussion
Its more like "shipped via E-mail". -
Yes the aboove looks better. The transparent material looks indeed unrealistic but the yellow is brighter so it doesnt look wrong. Maybe you take a tinted refractive material?
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A nice addtiotn would be a screenshot sequence. So if Screenshot.png is already tere it shoud save screenshot_001.png or so
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Thanks. I will.
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Is it possible (out of the box) to have a normalmap on my particle texture? And second question: Are soft-particles supported? I would like to do the normalmapped stuff to use on a waterfall. And Softparticles on some floating clouds near the ground. Any tutorial on this? I see softparticle.frag and could.frag. Maybe they are the right ones.
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After working me deeper into LE I think I can say the graphical quality is outstanding but could be a little more flexible. I really experienced this in my Mountainside level I recently posted. So I think I can request the follwoing stuff without worries. Sliders: Most stuff can be only switched on and off (HDR, SSDO, GodRays, Bloom, etc..). It would really nice to have a slider that enables me to tune this settings. Like the saturation, contrast, brightness sliders. So If I'm aiming for an artistic touch I could use a bit more bloom or in other situations use more SSDO to emphasize geometry. GI: Well not really GI but we have this new and shiney SSDO which is fine. All I'm missing now is that it considers surrounding color like a color-bleedingto neightbur surfaces. I really think this would fresh up the feeling of a level and make it more alive. Crytek is pushing all this realtime-GI stuff to the max at the moment but for an engine like Leadwerks with it's Indy-Developer audience it would really be a nice addition. Disclaimer: This feature request is really meant for the future and other stuff like raising texture/vegetation layers, undo and scaling/collision is more important because they are basics in a modern game engine but maybe later this year it would be nice to get the mentioned some stuff.
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I have the option but wont use it.
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No it creates a .gmf, lua and .phy file. Well I think I'll use it a bit more and enter my points instead of commas and all is well.
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Depending on the feedback here I played around with some settings. The skybox seems to brighten up because of the distant fog which reaches int othe sky. I had to raise the fog on such a height because otherwise the shape of the mountains would be just white in a far distant which looked not good. I also darkened the Skybox. I only have a free cgtextures account and need to rescale the skytexture. This results in a visible edge along the borders of each skyimage. The forest consists of three tree models now. But they all have the same texture. I'll change this. Maybe in colors or in another texture/shape. Some leave -trees in there would be great i think. Concerning the painted textures I think the pixel ratio is off on the large rock models. I sclaed them for testing and will need to do a higher-res texture for them. I have to do another scene in the next two days but will change/add more stuff to the forest then. It's fine for a video-flythrough but as a interactive demo it needs to get more polished and optimized. EDIT: Scaling the trees is a bit hard because I ran quite fast into the 15 vegetation layer limit with the ground cover. I had to export three models just for the scale. MAybe this'll chane in future.
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+ here too
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I used the Emitter Editor because it seems to be a nice program. Plus it can export my emitters so I can reuse them like models in several levels. With the build in emitter I have to set it up each time again. This is the main reason.
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The Skybox is blue but the Screenshot function renders HDR very bright so I had turn it off. If you tunr of HDR the bloom is very bright and the sky looks almost white. But I have to work further on the lighting.
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There was a reason why it was a bit silence around my gallery and work presenttion. One thing was my new company launch which holds me back from developing fast. Other thing was a GDC 2010 demonstration I'm working at. It'll be used for several purposes. In first case for video-presentation. EDIT: Project is done. Here is some screenshot stuff. And the videos on YouTube: http://www.youtube.com/user/pure3dviz On a side note: You'll be able to buy asset packs I do/did very soon. So stay tuned.
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Oh just found it out mayself. This is silly. The Edmitter Editor exports like this: object.Unterwasser:SetPositionf(0,01,0,0,0,02) But Leadwerks understands needs it with points and no commas object.Unterwasser:SetPositionf(0.01,0.0,0.02) I need to change this in the .lua after export. Maybe it will help someone else. Seems I tunr into a coder now, hehe...
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I'm using this Emittereditor 1.0 and managed to make a nice underwater particle. But after saving the emitter to .lua and placing it in my level the emitters are acting different. My particle should flow in the air, rotate and move a bit. In Sandbox Editor it flows upwards very fast. Plus the particles are flickering which looks odd. In emitterEDitor theres all fine. Here's the .lua I get exported: require('scripts/class') local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) if fw~=nil then SetWorld(fw.transparency.world) object.Unterwasser=CreateEmitter(100,20000,Vec3(0,0,0),0,object.model) object.Unterwasser:SetPositionf(0,01,0,0,02) object.Unterwasser:SetOrder(0, 0) object.Unterwasser:Paint(LoadMaterial('abstract::unterwasser.mat'),0) object.Unterwasser:SetRadius(0,2,0,2) object.Unterwasser:SetColorf(1,1,1,1) object.Unterwasser:SetWaver(0,5) object.Unterwasser:SetVelocity(Vec3(-0,02,-0,01,0,01),Vec3(0,0,0)) object.Unterwasser:SetRotationSpeed(0,06) object.Unterwasser:SetArea(Vec3(12,12,12)) SetEmitterAcceleration(object.Unterwasser, Vec3(0,0,0)) SetWorld(fw.main.world) end function object:SetKey(key,value) if key=='color' then elseif key=='intensity' then else return self.super:SetKey(model,key,value) end return 1 end function object:GetKey(key,value) if key=='color' then elseif key=='intensity' then else return self.super:GetKey(model,key,value) end return value end function object:Render() end end Suggestions?
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Lol you were right Ubu. Thanks a lot. Pasted the shader into the file and it works. I also get the "nice" white halo around me models. I also wonder about that...maybe Josh forgot to update the shader.pak - I after he told us to and even the shader.pak was updated but the ssdo.frag was the old one....
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Increase filtering in editor. I use 16, the max.
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run also a smooth pass on the terrain to get rid of these stair-effects. They appear because your heightmap has a low resolution only. If you use tools like geocontrol you can export a 16bit .raw and it will be smooth.
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An untextured building for example too. Only the edges are visible. Looks a bit like a dirt-shader from finalrender stage 1. Well it's not on top of my to-do list at the moment since I have a to finish some stuff.
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It diesnt matter how I move around the object. Effects stays teh same. I'll take alook at the .frag later.
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They simply use nodes and a refractive material. Seems a lot like roads. Is it so difficult to enhance the road script to a basic river tool? Basic: Enhanced: That' it. Sounds easy for the .lua professionals here. If someone makes it, I'll throw in some nice water textures/normalmaps I did for Crysis custom river stuff