Gandi Posted April 23, 2012 Share Posted April 23, 2012 I recreated the Editor-decals code. Now saving/loading works as some other cool stuff. I was just wondering where the scale-function went, but i got it scaleable with properties... Downloadable at: http://www.leadwerks.com/werkspace/files/file/337-decals-editor/ 2 Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted April 23, 2012 Share Posted April 23, 2012 Excellent, many thanks 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...
shadmar Posted April 23, 2012 Share Posted April 23, 2012 Very nice!! Great editor, thanks Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Roland Posted April 24, 2012 Share Posted April 24, 2012 Really nice. Thanks. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
flachdrache Posted April 24, 2012 Share Posted April 24, 2012 Never got that thing working myself - thanks for sharing. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
LEFans Posted April 24, 2012 Share Posted April 24, 2012 Very nice!Thank you very much! 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 24, 2012 Share Posted April 24, 2012 Could you, by any chance get this to be decaled over mesh objects as well as terrain? This is probably not possible because it uses terrainnormal shader, right? But maybe next step is to write something else that lets you decal it over mesh. It would work great for bullet holes, blood 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...
Gandi Posted April 24, 2012 Author Share Posted April 24, 2012 the computation is done on the cpu, as the terrain doesnt change during runtime (saves gpu computation) and a saved decal is saved as a surface and just needs to be positioned by code. I thought this would be the best solution for the terrain decals. Quote Link to comment Share on other sites More sharing options...
Benton Posted April 27, 2012 Share Posted April 27, 2012 But is this possible for calculating the position over static meshes? 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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