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shadmar

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Everything posted by shadmar

  1. Yes and look at this : http://www.leadwerks.com/werkspace/page/tutorials/_/programming/making-single-exe-lua-games-with-leadwerks-engine-r88
  2. tonemapping postprocess I'd guess. http://bit.ly/c67iP8
  3. Very cool, classic tower defense, played some these on mobile (robodefense/tankdefense etc..), they are quite enjoyable. Keep it up.
  4. not sure, just play around, if it's easy/fast to use/develop in, I might create a game.
  5. I tried to like this but... I am being to positive latelay so sorry
  6. shadmar

    Icing on the Cake

    That looks great indeed
  7. shadmar

    Terrain Test

    If I had the brains to do it, my big dream would be a planet renderer, however this isn't very usable except for big *** space games. Streaming terrains, I have never tested (don't you need alot of storage for those?)
  8. shadmar

    sLEnder

    Camera get knocked down all the time so I didn't get very far.
  9. Yeah I guess, but it's still kinda wip at the moment.
  10. No not really, it's just standard lua using LE functions and shader should run fine on you card. Try setting some other shaders in the ocean.mat file just to see if it locks up because of the shader or not.
  11. If you're looking for free options, I guess Blender might have some plugins?
  12. Maybe driver issue I don't know, I have only Nvidia cards, and I don't think I've heard anyone having this issue. Try updating your drivers to the latest.
  13. In this example it basicly translates the base colors shown from picture 3. Red will have sand texture repeated and tiled 64 times. Green will have rocksand, and blue will have rock. This way you get nice and detailed ground. It's good for mixing and blending heavily tiled textures. But there are several ways to do splatting, using alphamap blending or just plain worldnormal slopes or height.
  14. I thought of trying out Bryce7 for creating terrains in LE3 since we don't get the chunked-lod terrain we have in LE2 to go at first. So here is my initial tests using a custom splat shader for RGB only. Bryce has an very advanced material generator so I think RGBA (4) or 2xRGBA (8) is within reach too (haven't tested yet) Anyway here is my first try exported an 32k vertex mesh (fbx) from Bryce7 (it's not LE terrain, just a mesh) Bryce7 is still free over at DAZ. (so go grab it) 1. Creating an heightmap using the advanced generators in Bryce 2. Setting up slope material to map RGB 3. Checking fast render in Bryce, colors seem mapped ok 4. Exported fbx and converted to gmf, applied my splat shader matching one texture per color repeated in the shader. 5. Walking around on the terrain in LE 5. Closeup of the ground (no normalmapping applied here yet)
  15. Bots talking to bots.. well Skynet will take over soon, and we'll be living in the matrix.. Josh, there's no report button.
  16. I made a shader for ChrisV for playing spritesheets exactly like this. Works in the editor. (lua) Give me a pm if you want to test it ParaToxic.
  17. Ah sorry, I haven't reseached it like you guys, my comment was based on the article here http://wiki.polycount.com/DXT
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