Gandi Posted June 3, 2010 Share Posted June 3, 2010 File Name: Decals for Editor v 0.1 File Submitter: Gandi File Submitted: 03 Jun 2010 File Updated: 03 Jun 2010 File Category: Lua Scripts Just copy all the files into your leadwerks directory (i use it in : Models\Entities\Decal) edit the material file and have fun (should work with most of the mesh-shaders) Click here to download this file 1 Quote Link to comment Share on other sites More sharing options...
ZioRed Posted June 3, 2010 Share Posted June 3, 2010 You have not attached the file, you need to manually click ATTACH FILE after selecting it and before clicking ADD SUBMISSION. I had the same problem in my first upload Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Gandi Posted June 3, 2010 Author Share Posted June 3, 2010 oh.. thanks should work now Quote Link to comment Share on other sites More sharing options...
macklebee Posted June 3, 2010 Share Posted June 3, 2010 you need to add this to the beginning of your lua script: require("Scripts/linkedlist") otherwise you get an error because it doesn't recognize the function 'iterate'... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
macklebee Posted June 3, 2010 Share Posted June 3, 2010 other than playing with the mat file it works great! nice work Gandi! Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
cocopino Posted June 3, 2010 Share Posted June 3, 2010 U da man Gandi! I changed line 113 to pos=Vec3(pos.x-offset.x,0.005,pos.z-offset.y) to stop the textures from fighting with each other, apart from that, excellent! Thanks! Quote desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32 Link to comment Share on other sites More sharing options...
dreamhead Posted June 3, 2010 Share Posted June 3, 2010 looks great man,but i always get a black Decals like in the foto, this my mat file texture0="abstract::deca_icon.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" zsort=1 depthmask=0 blend=alpha specular=0.5 overlay=1 clamp0=1,1, castshadows=0 Quote the real world is in my head CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz CPU Speed 2.40 GHz RAM 3.5 GB OS Microsoft Windows XP Professional (Build Service Pack 32600) Video Card GeForce 8800 GT Video Card Features- *Video RAM 512.0 MB Video RAM 256 MB 512.0 MB Hardware T&L Yes Pixel Shader version 3.0 Vertex Shader version 3.0 using:leadwerks2.3,2 [ Link to comment Share on other sites More sharing options...
macklebee Posted June 3, 2010 Share Posted June 3, 2010 1) you are using bumpmap shader but do not have a bumpmap texture 2) try using the alphatest shader this is my mat file: texture0="abstract::happyface.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphatest.frag" zsort=1 depthmask=0 specular=0.5 overlay=1 clamp0=1,1 castshadows=0 and 3) it also helps to make sure you actually have a file called 'deca_icon.dds'... I can only assume you were trying to use the decaL_icon.dds file that came with the download... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Michael Betke Posted June 3, 2010 Share Posted June 3, 2010 Can it be modified so it can use a parallax shader? Would look awsome to have this kind of detail in specific areas. Is there a way to use something like 512x1024px? Seems to stretch my texture. or is it bound to the terrain grid in some ways? EDIT: There is a bug somewhere. Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Gandi Posted June 3, 2010 Author Share Posted June 3, 2010 Can it be modified so it can use a parallax shader? Would look awsome to have this kind of detail in specific areas. Is there a way to use something like 512x1024px? Seems to stretch my texture. or is it bound to the terrain grid in some ways? EDIT: There is a bug somewhere. Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. Shouldn't be a problem with the parallax shader, just edit the material file? The way its coded it is only possible to create a quadratic plane.. ans yes it is bound to the terrain grid.. just enable wireframe and you wont see any aditional wires.. Gonna take a look at at cause of the bug, never had this one before.. I changed line 113 to pos=Vec3(pos.x-offset.x,0.005,pos.z-offset.y) never had that problem with zsort=1 Quote Link to comment Share on other sites More sharing options...
macklebee Posted June 3, 2010 Share Posted June 3, 2010 Can it be modified so it can use a parallax shader? Would look awsome to have this kind of detail in specific areas. sure... add the parallax shader to the mat file EDIT: There is a bug somewhere. Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. It works fine if your mat file is correct. If you open up the properties after the scaling, and click open the general tab and then click apply it will save the scale values into the sbx file. This will allow you to open the sbx later with the scaling correct. OR just scale the mesh by using the properties dialog in the first place... you have better control this way anyways. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Michael Betke Posted June 4, 2010 Share Posted June 4, 2010 My mat is correct. Otherwise it would be black right from the beginning and not vanish after reloading the editor. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
macklebee Posted June 4, 2010 Share Posted June 4, 2010 My mat is correct. Otherwise it would be black right from the beginning and not vanish after reloading the editor. if you say so... hmmm strange it doesn't happen to me... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
TylerH Posted June 18, 2010 Share Posted June 18, 2010 Yay. I worked on a Lua draggable decal a while back, and had some minor success, but with a full solution like this, I am extremely grateful. Wonderful work Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
omid3098 Posted June 26, 2010 Share Posted June 26, 2010 has someone else any bugs in 2.32r5? more then a specific height (almost y>150), decales are not visible. same settings and textures works fine in 2.31 terrain is 2048*2048 (checked into desert highway too) also Dave has a decal_Mud model. but it don't have any problems.. (however I think he used first release of decales) I'm really confused. material is a simple difuse: texture0="abstract::0d_decal_beachsand01.dds" clamp0=1,1,0 blend=0 depthmask=1 depthtest=1 overlay=1 zsort=1 cullface=0 castshadows=0 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag" PS. terrain altitude is 500. I think that is related is someway.. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
omid3098 Posted June 27, 2010 Share Posted June 27, 2010 anyone? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
DaveLee Posted June 29, 2010 Share Posted June 29, 2010 Hey omid3098, try this material code: texture0="abstract::pavementdecal01.dds"texture1="abstract::pavementdecal01_dot3.dds" shader="abstract::mesh_diffuse_bumpmap_terrainalign.vert","abstract::mesh_diffuse_bumpmap_specularmap.frag" zsort=1 depthmask=0 blend=alpha overlay=1,10 castshadows=0 Quote Link to comment Share on other sites More sharing options...
omid3098 Posted June 29, 2010 Share Posted June 29, 2010 Thank you Dave, but I think the problem is with Lua Code.. it generates mesh somewhere else: did you used "Decals for Editor v 0.1" Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
LEFans Posted April 4, 2012 Share Posted April 4, 2012 Can't download, who can provide this file? Thanks. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
Pixel Perfect Posted April 5, 2012 Share Posted April 5, 2012 So many good things have been lost on this site. I think I may have a copy of this though. I will have a look and post it if I do. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted April 5, 2012 Share Posted April 5, 2012 I don't know if this was the final version but here it is anyhow: Gandi\'s Decal.rar Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
LEFans Posted April 6, 2012 Share Posted April 6, 2012 I don't know if this was the final version but here it is anyhow: Gandi\'s Decal.rar Thank you very much. I download it. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
Benton Posted April 8, 2012 Share Posted April 8, 2012 This is looking good, great for placing a patch of leafs under trees etc. Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
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