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shadmar

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Everything posted by shadmar

  1. Well done Josh, I was a bit worried about the shaking normals, but all fixed! Great work!
  2. This will create a multi-dimensional array of 10 x 10 with every value set to zero: myarray = {} for f=1, 10 do myarray[f] = {} for g=1, 10 do myarray[f][g] = 0 end end
  3. That last image there looks rad!
  4. This works now. Thanks!
  5. A fresnel postprocess shader will also give ambient depth. ☺
  6. yes it should also be visible in your hand I guess.
  7. 1. Gather 5 grass (just click on them check in inventory (I) how many you got 2. Make rope (click C to get up crafting screen) 3. Gather one stone, pick up from ground 4. Get one stick (hug a tree) 5. Make basic axe , click C to get up crafting screen 6. Chop down tree, collect the wood (right click the axe in inv to equip it) 7. Make fire, click C to get up crafting screen 8. Drag wood from inventory onto the fire (ring of stones) (drag two of them) 9. Drag flint onto the fire to lit it 10. Now add more logs to increase fire. 11. From inventory drag the chicken and fish to the fire to cook them 12. Eat and survive the night (rclick the cooked item in inv to eat) 13. Collect berries or make a fishing rod to catch fishes. And keep on living
  8. We don't really load any map, only a flat terrain and 3 prefabs, rest is loaded/generated in code. So for every item genereatd in code, increment loadingbar a tiny bit then draw and sync. For example we have 10k trees, 5k grass etc..
  9. I would like to get a brushes' surface and material, like you can on models and entities. It would just be consistent I'd think.
  10. You can do brush:GetFace(0), but still no path to material
  11. Well, I'm working on the automatic setting of cubemaps for substances, which are all fine on models, but on brushes it gets complicated when you can't get to the material, thanks for the effort and example mack.
  12. I was sure I had done this before, but I'm stuck. This is my entity script attached to the brush: if self.entity:GetClassName()=="Brush" then tolua.cast(self.entity, "Model") System:Print(self.entity:GetClassName()) -- still says brush, so I cant get to surface System:Print(self.entity:CountSurfaces()) -- crashes, since it is still a brush end
  13. Yes, that how roughness is done, supercheap compared to gaussian blurring.
  14. BuildMipmaps() now correctly builds mipmaps for cubemaps as far as I can tell This means that I can now on the fly build cubemaps with correct mipmap level in lua! If this stays in, I can do an update to the substance shader stuff using generated local corrected cubemaps.
  15. I think this looks more like carpaint yes.
  16. Looks to metallic, I think carpaint material should be less chromatic and more like the billard ball example. See how under Materials/Substances/Misc
  17. Is it beacuse of the rotation you want to use buffers? You can rotate 2d textures using a shader and a mat2 rotation matrix with drawimage, but I don't think I get it what it is you want to do
  18. I don't understand what you are trying to do.
  19. Another thing, 2xMSAA is faster than the lowest setting on FXAA So if you are going to do AA as fast as possible, I'd do in this order. 1. Nothing = fastest 2. 2 x MSAA = fastest AA doable 3. FXAA, 10-39 setting on FXAA are all faster than 4 x MSAA 4. 2 x MSAA + FXAA, best looking for highest fps. 5. 4,8,16,32 x MSAA looks good but slows down quite fast.
  20. Thanks for the 15% fps boost when MSAA=0 (for us on nividia)
  21. shadmar

    Environment Probes

    Yeah let me know if I can help. I think these "free"reflections/refractions are nice to have They only cost some texture memory to render. Also very useful for substance support.
  22. Great stuff! I've been testing using Matts' mipmap code aswell, but I added a small lua script to each reflected object, inorder to make a local cubemap (onetime render) My main problem was getting the mipmapping correctly in lua.
  23. Yeah env probes was exactly what I would aim for, that ontime or ondemand update of a mipmapped cubemap texture.
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