Marleys Ghost Posted August 28, 2010 Share Posted August 28, 2010 Thanks, I'm not very good in english and what do you mean by the rep systems no longer a feature. ? Nicolas There was a reputation system and you could click a button to add a positive reputation point to someones reputation score (used to be able to add a negative point but a few cried about that) ... so all I can do at the moment is say +1 not actually give a +1 lol ... Great tool though, and Josh should consider adding it to the official release. And thank you for sharing it Icare. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
cocopino Posted August 28, 2010 Share Posted August 28, 2010 Having access to the surfaces/materials of custom models is a great idea. Works great too. Thanks Icare! 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...
omid3098 Posted August 30, 2010 Share Posted August 30, 2010 is there any chance to remove additional light in free camera mode please? I think final result for shader is without this light. 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...
Icare Posted August 30, 2010 Author Share Posted August 30, 2010 I don'know, it' s a very difficult thing to do ! It gives me an idea for a newt release, move and choose the color of the light Quote Link to comment Share on other sites More sharing options...
macklebee Posted August 31, 2010 Share Posted August 31, 2010 Have to agree Icare... this is an extremely nice tool and has made making materials an enjoyable experience... which is weird to say about a tool, but your app is actually fun to use! 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...
Andr3wHur5t Posted August 31, 2010 Share Posted August 31, 2010 Nice tool, easy and fun to use. Thanks ICare! Quote Tools: AC3D | 3D Canvas(pro) | Texture Maker(pro) | Genetica(basic) | 3D World Studio | Fragmotion |Leadwerks 2 | XNA 4 | Visual Studio 2010 Professional | XCode 5.x |UU3D Pro Programing & Scripting Languages: C |C++ | C# | Obj-C | LUA | Javascript | PHP | Ruby Link to comment Share on other sites More sharing options...
Michael Betke Posted September 5, 2010 Share Posted September 5, 2010 I used the editor now for some basic materials and it's working very well. One thing I don't like is the automated copying of textures to the material folder. A switch in the Settings if I want itor now would be nice. In some situations it's cool to have such auto-copy feature but mostly I do my texture in Photoshop, save it at the right spot, do the material then. So it#s saved to the right folder anyways. Plus I seperate the material folder from my texture folder in most cases. 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...
Icare Posted September 6, 2010 Author Share Posted September 6, 2010 I take notes in Quote Link to comment Share on other sites More sharing options...
omid3098 Posted September 6, 2010 Share Posted September 6, 2010 so.. maybe you can add to your notes to support skin and sway shaders 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...
Davaris Posted September 6, 2010 Share Posted September 6, 2010 I was wondering if an artist can help me in understanding ADN Materials Editor. I have the following textures for a model I am using and I am guessing which channels they should go in on ADN Materials Editor. My guesses are on the right side of the arrow: cactus1_color.dds -> Diffuse map cactus1_H.dds (Height) -> bump map cactus1_s.dds (Specular) -> Specular/parallax map I assume the 'Cube map' section is for reflection images. I also have cactus1_N.dds (Normal) -> ? Can this be used in LWs instead of height or bump maps? Is it the best one to use? And I have this file: LMA_cactus12.dds (Light map) It was generated by pureLIGHT and I want to use it. So I was wondering, which section should I put it in? There are only 4 sections available. Is 4 the maximum for Leadwerks? Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
omid3098 Posted September 6, 2010 Share Posted September 6, 2010 just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture" other things are correct. and I have no Ideas about lightmap! 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...
Richard Simpson Posted September 6, 2010 Share Posted September 6, 2010 You should export the leadwerks project from within purelight, and look at that mat file. It should help you understand what shaders to use, and if so, enter them yourself into your ADN created mat file. along with the texture slot and name at the top (like the diffuse texture line for example) Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
Davaris Posted September 6, 2010 Share Posted September 6, 2010 I have one other question: This line appears in the file: SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50) Should this be placed in the Lua file, for when the model is created? just as you told, you should use your normal texture (cactus1_N.dds) in bump secsion. "not height/bump texture" other things are correct. and I have no Ideas about lightmap! Thanks omid3098. I wonder if I should ask Josh about this one? As he integrated it with LWs. And I have this file: Quote LMA_cactus12.dds (Light map) It was generated by pureLIGHT and I want to use it. So I was wondering, which section should I put it in? There are only 4 sections available. Is 4 the maximum for Leadwerks? Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
omid3098 Posted September 6, 2010 Share Posted September 6, 2010 did you checked what Rich told? I think that is better than to ask Josh. 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...
Davaris Posted September 6, 2010 Share Posted September 6, 2010 You should export the leadwerks project from within purelight, and look at that mat file. It should help you understand what shaders to use, and if so, enter them yourself into your ADN created mat file. along with the texture slot and name at the top (like the diffuse texture line for example) This is what pureLIGHT creates. As you can see, it is very basic and they said you have to create the material yourself: texture0="abstract::cactus4_color.dds"texture1="LMA_cactus12.dds" shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_gi.frag" I found the "LMA_cactus12.dds" part which is the light map, is appearing in the 'bump map' channel on ADN Materials editor. I also found that when a light appears in my scene, the part of the light that intersects with my model turns it black. I just tried using the settings omid3098 approved of and it looks fine in ADN, but in the LWs Editor it appears as black when a light is on it. When there is no light shining on it it works. So I am a little confused. This is the mat file I generated using ADN: *********************************************************************** Material Generated by ADN 1.1 Parameters SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50) *********************************************************************** texture0="abstract::cactus4_color.dds" clamp0=0,0,0 texture1="abstract::cactus1_n.dds" clamp1=0,0,0 texture2="abstract::cactus1_s.dds" clamp2=0,0,0 color=1.00000000,1.00000000,1.00000000,1.00000000 blend=0 depthmask=1 depthtest=1 alphatest=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=1.00000000 bumpscale=2.19000006 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specularmap_alphatest.frag" shadowshader="Abstract::mesh_shadow.vert","" EDIT: I think I understand what to do now. It is something to do with this: "abstract::mesh_diffuse_gi.frag" I just did a search on 'gi' in the shaders.zip and found this: mesh_diffuse_specularmap_gi_alphatest.frag So I will try using that instead of : mesh_diffuse_bumpmap_specularmap_alphatest.frag Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Icare Posted September 7, 2010 Author Share Posted September 7, 2010 If I understand everything, you want to put a shadow map on your model. I have no idea how we can do it. It will be more simple, if you post all yours textures and mesh, I will be able to make some tests... Does the material is ok on the model on ADN material? don't forget, that if you use ADN you must use shader.pak that is give with it SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50) => is the extrat parameters for you material, so you mest set this value, where mymaterial is the material of you object, that you can obtain by mesh.GetMaterial Nicolas Quote Link to comment Share on other sites More sharing options...
Davaris Posted September 7, 2010 Share Posted September 7, 2010 Hi Nicolas, Thanks for replying. I've continued my quest here: http://leadwerks.com/werkspace/index.php?/topic/2720-with-light-object-is-black/page__gopid__25343#entry25343 We think there is something wrong with the normal map. Either that or it is the way I have set up the shaders, when it comes to the normal map. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Richard Simpson Posted September 7, 2010 Share Posted September 7, 2010 I found the "LMA_cactus12.dds" part which is the light map, is appearing in the 'bump map' channel on ADN Materials editor. I also found that when a light appears in my scene, the part of the light that intersects with my model turns it black. Ah, if you export the scene from purelight and open that in leadwerks, you see the directional light has a different name to normal. Maybe this is why you have a problem? As you say you, you should ask Josh. He knows best. Quote Intel core 2 quad 6600 | Nvidia Geforce GTX460 1GB | 2GB DDR2 Ram | Windows 7. Google Sketchup | Photoshop | Blender | UU3D | Leadwerks Engine 2.4 Link to comment Share on other sites More sharing options...
Davaris Posted September 7, 2010 Share Posted September 7, 2010 Ah, if you export the scene from purelight and open that in leadwerks, you see the directional light has a different name to normal. Maybe this is why you have a problem? As you say you, you should ask Josh. He knows best. Thanks Richard, I didn't notice that. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Michael Betke Posted November 2, 2010 Share Posted November 2, 2010 Tried to use cubemaps on a car paint material but it failed. Editor crashes with this message: Error: Shader file "abstract::AP_diffuse_cubemap.frag" not found. Do I have to copy something from ADN to my Leadwerks Dir? This is also not working: SetShaderFloat(GetMaterialShader(mymaterial),"alphatest",0.50) Regardless if i replace "mymaterial" with the material name. Maybe I did something wrong. So pointing me in the right direction would be nice. 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...
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