Icare Posted August 11, 2010 Share Posted August 11, 2010 Hi, I tear my hair with the management of alpha on leadwerks and his world of transparency ... I hope that in 3.0 we will return to some more traditional, because it is really crippling the user of this engine. Below is an effect of one of our project with Filax that has been done in blitzbasic ...It's a simple alpha texture + color texture with blend and we translate the color texture to have reactor effect ... How I can do this with leadwerks ? + = Thank Nicolas Quote Link to comment Share on other sites More sharing options...
Wchris Posted August 13, 2010 Share Posted August 13, 2010 How I can do this with leadwerks ? Hi Nicolas, I don't really know the answer, but i wanted to tell you your screenshot is great. i like it. Well i have not seen many people here writing futuristic space games, most people here want to write an FPS with classic guns and don't require this effect. From my experience i think you'll have to use a shader to achieve this. leadwerks relies heavily on shaders. With shaders you can easily translate textures. Go and see in the old forum and search for "texture offset" for example, someone there wanting to animate tank tracks was hinted to use shaders too http://www.leadwerks.com/forum/viewtopic.php?f=7&t=5343&p=45713&hilit=texture+offset#p45713 The old forum is read only, but can de a gold mine for answers even if the engine changed alot since then. Good luck with your game, i hope someone better skilled with shaders than me will answer you and provide a sample. Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Pixel Perfect Posted August 14, 2010 Share Posted August 14, 2010 Yeah likewise, great in game screenshot. Very impressive! Josh would be by far the best person to advise on this question on texture blending. Hopefully he'll respond fairly soon! 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...
AggrorJorn Posted August 16, 2010 Share Posted August 16, 2010 something like this perhaps: texture0="abstract::bricks.dds" texture1="abstract::moss.dds" overlay=1 blend=alpha shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow.vert" Quote Link to comment Share on other sites More sharing options...
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