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shadmar

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Everything posted by shadmar

  1. Hey MG, that seems to work really great :-) Are you planning to share it for those who might have the Dark AI?
  2. Irfan and paint.net, I also have the Lexar edition of paintshop pro pro X
  3. Thanks Here is one using vertex colors to produce shiny colored glass with rim reflections
  4. My first blog entry yaay Testing some shaders I did for an another direct3d engine a while back. Rim lights or reflection are kind of cool because in real life when you look at a shiny car the reflections gets more intense the lower angle of attack you look at the surface. So this is an attamept to mimic this, but you can also use it to background light your meshes. To control amount of rim light I use some fresnel settings like this in the shader: float Fresnel_Start = -0.1; //rim start lowest angle float Fresnel_End = 0.70; //rim end widest angle float Fresnel_Multiplier = 2.0; vec4 Fresnel_Color = vec4(1,1,1,1); float Fresnel_Cubemix = 0.15; I didn't have a suitable sportscar to demonstrate it properly but a statue and a sphere will do just fine. Rim Reflections using cubemap Red rim-light (no reflections) Pure rim light no ambient or other light sources
  5. Nice job Looks very good.
  6. Awesome optimization. But won't CPU skinning still steal your cpu if you have 50 crawlers crawling round? (but then again if you have 50 of them you're probably on gpu skinning by then)
  7. Basic zombie killing now possible in r188+ using a 9mm or bat.
  8. You already have the fastest surface/box modelling app -- Silo2 (even if it is abit buggy still) Too bad they never got to animation. Hexagon 2.5 is free now, aswell as Bryce and Daz studio.
  9. Many thanks guys, I think I'll go with the raycast option seems to work pretty good from my initial tests, I couldn't make the GetBodyVelocity to work at all.
  10. forgot to say, each crawler uses a character controller and all logic goes onto the object:Update()
  11. Here are 50 animated crawlers wandering randomly about, they are afraid of the camera and will freeze and then run away from it if I get close (flee) They have small randomness to them so they doesn't look uniform even if you line up all 50 using the same idle animation. But as I let them wander about, some of them keeps walking into the sides. I want to have them change direction if their speed is low (almost stuck).. But how can I determine the moving speed of each? I'm using the editor and the crawlers AI is selfcontained in it's own lua script.
  12. shadmar

    Lua Apps

    Really neat and clean.
  13. Nvm solved : http://www.leadwerks.com/werkspace/topic/4915-some-problems-with-controllers/#entry42867
  14. Hi I'm makeing some basic animation and A.I for the crawler as an self contained object. I am using the charactercontroller and noticed that you can input move and strafe in controller:Update(camRotation.y, move * moveSpeed, strafe * strafeSpeed, jump, 40 , 10, KeyDown(KEY_LCONTROL)) Any tip on how I can always move away from the camera if I know the camera position and the controller position using controller:Update() ? I want he controller to flee from the camera sort of.
  15. Try this one, it adds every texture 3 times, one as before, one as 1/16 and one as 1/64 and blends. Replace the one in shaders.pak terrain.frag (backup first) terrainfrag.zip
  16. Some nice shots there Pascherik. @roland & pixel, how many layers would be enough ? One technique I've used before is to use several of the same texture at different tilesize, this way it looks good upclose and from far above. Still five textures, but applied several times at different resolutions, like 3 for sand, example, one streched (1 tile), one at 16 tiles and one at 256 tiles.
  17. Not sure. Shader model 3.. Gforce 8400 ish and above maybe? @meta. Can I do this in the editor?
  18. Yes, but it doesn't render correctly.
  19. Hi I recently learned that surfaces can hold 65k vertices ~ (130k faces), but when I try creating a simple plane in UU3D of 65k vertices it gets distorted like this : I can successfully render upto 65k faces ~ 32k vertices.. but not 65k vertices. Is there somthing wrong with the mesh I'm creating? (attached). 65k_vertex_mesh.zip
  20. Damn, hope someone can write a summary, I'm away for the weekend.
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