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shadmar

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Everything posted by shadmar

  1. How can I tell them apart in my post effect stack?
  2. Quick workaround: In App.lua add after self.world:Render() self.context:SetColor(1,1,1,1)
  3. No not directly, you still have to click Workshop->Subscribed and it will show that it's out of date (triangle symbol), and then you have to choose to update it (or not) for that project.
  4. I have no halo now ( I had, but I got rid of it ), and running the latest ws version, so I dont know, suggest you uninstall the shaderpack, restart LE and re-install it.
  5. What happens if you add fxaa?
  6. Hi I made some changes to the posteffect pack lately wich may affect projects already made. The best way to cope with this is just to remove them all (if set in map) and re-apply them. PS! the fog shader changed positions so make sure to re-apply it. The numbering is suppose to guide you in what order you should stack them, but you a free to do whatever you want ofcource. They all install in the default /Shaders/PostEffects folder, not in the Addons folder. The pack now contains: 00_Underwater+Caustics - Under water fog, wooble and caustics shader. Detects when underwater 00_Viewport_drawdistance - a hack to increase drawdistance in the editor 02_pp_fog_by_klepto - A fog shader by Klepto2, recently added a localfog option, which clips fog at maxrange. 04_pp_dof - Distance of field, bokeh blurring 06_pp_hdr - HDR shader with automatic iris adjustment 08_pp_bloom - bloom but with a highpass filter 08_pp_bloom+godrays - god rays / crepuscular rays with bloom and highpass filter, detects directional light 10_pp_ssdo - AO shader, new and recently updated to be much faster 15_pp_lensflare - A lensflare shader, detects directional light 20_pp_contrast - Bring those contrasts out, simple variant. 20_pp_nightvision - for nightvision.. 20_pp_pixlelate - pixelate shader.. 20_pp_thermal - fake infrared vision, acts on brightness 99_pp_fxaa (converted from by franck2000 LE2 variant) - Antialisaing, cheap. Available here: http://steamcommunity.com/sharedfiles/filedetails/?id=256268930 Also try Igors Motion Blur, it's great: http://steamcommunity.com/sharedfiles/filedetails/?id=366090530 Shad
  7. It was updated yesterday it should be 2x fast, I think also the glow effect was fixed aswell. Are you using the latest one? Also in what order are your effects applied (if using serveral)
  8. ws version still a bit away https://dl.dropboxusercontent.com/u/11319604/DayNightCycle_GodRays.zip
  9. This works pretty well, just need one parse in the start() (saves you from setting viewrange manually) --optimize scene place objects in viewrange based on their aabb radius. for i=0,world:CountEntities()-1 do if world:GetEntity(i):GetClass()==Object.ModelClass then local aabb=world:GetEntity(i):GetAABB(Entity.GlobalAABB) if aabb and aabb.radius < .1 then world:GetEntity(i):SetViewRange(0) elseif aabb and aabb.radius < 1 then world:GetEntity(i):SetViewRange(1) elseif aabb and aabb.radius < 10 then world:GetEntity(i):SetViewRange(2) elseif aabb and aabb.radius < 20 then world:GetEntity(i):SetViewRange(3) else world:GetEntity(i):SetViewRange(4) end end end
  10. shadmar

    Dead Anyway

    Looks great, nice work!
  11. What I have done is to use different viewrange settings, like all entities with a small aabb uses Near or Medium, works nice for most interiors, chairs, and tables or lamps, weapons doesnt have to render when your not even close. While big items walls etc uses Far or Max. A house from 200m away doesn't really have to show the windows/doors or anything inside it. Mainly just walls and big stuff.
  12. shadmar

    Development

    The biggest problem for me was reflections which requires you to render the scene twice with a negative scaled camera.. I tried renderering into a smaller buffer to speed up, but it actually ran slower than a full sized buffer.
  13. ViewRange Far or Medium doesn't help either? Could you post your prefab/model so we can try it?
  14. Is this edit time or runtime? A simple grid system for occlusion usually works great if the default octree ranges aren't good enough.
  15. Yeah you should release your integration, I'd buy.
  16. shadmar

    Vision cone

    If you need the forward vector of the camera you can simply calculate it like this since it's stored in the rotmatrix. self.cameravector = Vec3(camera.mat.k.x,camera.mat.k.y,camera.mat.k.z):Normalize()
  17. Godray shader is now in the ws post effect pack, it will also locate any directional light itself and it's direction.
  18. Use blendmode solid and an alphamasking shader.
  19. Terrain textures are re-used for making them not so repeatable, I think this is by design, however I also I think it should be an option so you can choose. You can turn it off by editing clipmap.shader Find : #define TERRAIN_LOW_FREQUENCY_BLEND 8.0 Change to #define TERRAIN_LOW_FREQUENCY_BLEND 0
  20. You can still use per entity lua scipts even if you have a c++ project.
  21. Plan sounds good to me Being able to create games are the way to go, not just eyecandy like in LE2 (alltho that is fun aswell). However was there any mention of the auto-rigging in the model editor, Josh showed us late last year?
  22. For what it's worth here is my cfg if someone wants to test (it works for me), you might need to edit some paths. Also Nivida drivers version : 347.09 Leadwerks_cfg.zip
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