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Posts posted by shadmar
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20 hours ago, Russell said:
@shadmar incredible Dino land!!
I don't need now, but in the future in another "minigame" or level in my museum, would you give me your permission to use the camera model and fps hands??? They are cool!!
They are made by @tjheldna so it's not my permission to give. But you can use the shaders to your liking if not otherwise is staded in them.
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There are water shaders in Dino Land you can steal (whole game is unencrypted)
I believe the rest of the sahders are also there.
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On 4/29/2019 at 6:56 PM, havenphillip said:
I looked for it I think maybe its been removed. Cool looking shader, though. Where do I go to learn how to make something like that?
I have no idea why it's not in the library, but here you go:
Edit: Attachment moved here:
https://drive.google.com/drive/folders/1oRRGES10bTlqsE18Q13metVpevmgy2qd?usp=sharing- 4
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unzip it, it believe it is unencrypted.
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Ah yes, that is true.
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If you dismantle the game Dino Land, it has a raymarched ocean you can use.
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Maybe someone made one?
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That is an ancient graphic card. It does not support OpenGL4, only 2.1.
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Welcome back
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Norwegian too.
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This is interesting, so I can create models and surfaces and normalize in code on one thread and when done (like big terrain patches on my planet renderer), I will render it on the "rendering" thread? If so it would be quite awesome!
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I doubt my (buffered) shaders will catch a resize. Try without any of mine and see if it goes away.
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One more thing, materials/terrain is not included in the pack, so all maps are white.
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The tutorial says EditorSplineTools.lua not SplineTools.lua, but yeah, that works, thanks
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I cant seem to run the examples. It probably just me.
I figured out that the splinetools folder needs to manually moved to the script folder after install (3900 load errors if not )
But now I get
"D:/Documents/Leadwerks/Projects/spline/scripts/splinetools/editor/editorspline.lua" : 14 : attempt to call global 'new' (a nil value)
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I did too.
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Looks great Aggror, I will get this!
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I had to switch to c++ to get this fast enough. In lua the mesh generation took alot longer and fps was stuttering at 5 fps.
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If it's a single face model, with just two sided checked in the material, you'll get this I think.
EDit: ah..
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You can easily just mod the vertex shader to this with no overhead. .z
Something like :
modelvertexposition.z = sin((modelvertexposition.x*modelvertexposition.y)+currenttime*.001);
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Oh yours were much nicer than mine, I used 2 std::vectors one for the text index (I used stringstream) and one to store the models.
Thank you!
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nevermind I kind of solved it
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In lua I would do this :
--index which vary on each recurisive run. local mid=-dim..":"..-df..":"..dim..":"..df..":"..xfactor..":"..yfactor..":"..division..":"..factor..":"..orientation.x..":"..orientation.y..":"..orientation.z --create model if the index "mid" doesn't exist in table models if models[mid]==nil then model = Model:Create() model:SetRotation(orientation) models[mid] = model end
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Yeah fixing normals on 260 models takes time.
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Post-processing effects in Leadwerks 5
in General Discussion
Posted
Looks like a good approach, I guess one type of blurring will be enough, but I cannot think of a good reason to use any other type than downsizing.
What about matrices? Can you access them like before? projection, camara and normal matrix.
Also getting buffers like normal,position,depth.