Sakru Posted November 5, 2015 Share Posted November 5, 2015 Just testing normals with some random material. 3k faces. 2 Quote Link to comment Share on other sites More sharing options...
Slastraf Posted November 11, 2015 Share Posted November 11, 2015 http://i.imgur.com/TWZnhO9.jpg?1%27'>'] Just baking some normal maps 6 Quote Link to comment Share on other sites More sharing options...
reepblue Posted November 24, 2015 Share Posted November 24, 2015 I got this working a input-able console started this morning thanks to a Vectronic beta tester after he complained that he couldn't choose a map to test. (Since there is now 11 maps) It's pretty basic now, but since it's a singleton class, I can easily put it in Vectronic to see how it works in practice. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
darthlukan Posted November 25, 2015 Share Posted November 25, 2015 After spending a few days with the tutorials and getting myself accustomed to the editor I'm ready to begin an actual project. I don't have a name for it and I promise nothing grand, but I do have a short story written for the project as well as some story boards from start to finish, so that's something at least. It's a mild horror / psychological thriller story that I think will adapt nicely to a game, even if it's super short. Here's to just getting started! Quote GPG: 3694569D | Peppermint OS | i7 | GTX 960 | Github Link to comment Share on other sites More sharing options...
ChrisV Posted November 26, 2015 Share Posted November 26, 2015 Updated my SKYWERKS - Volume 2 by Chris V pack yesterday! Added four new skies. One 'Clouded' sky, and three 'Dawn/Dusk' skies. Enjoy! Furthermore, i'll be updating my ChrisV's Art - The Ultimate Desert Pack soon and add new textures, improve old textures, and add models. 8 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
shadmar Posted November 28, 2015 Share Posted November 28, 2015 Rainy day/night shader: 1 10 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
tournamentdan Posted November 28, 2015 Share Posted November 28, 2015 Shadmar, that is really good. I like the lighting a lot. Great werk. Quote Link to comment Share on other sites More sharing options...
Josh Posted November 28, 2015 Share Posted November 28, 2015 DId you render the scene top-down to a depth buffer to make a rain map? You could probably render it once every 10 frames or so. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted November 28, 2015 Share Posted November 28, 2015 The rain map is pure 2d post process using cameramatrix rotation to determine it's direction / looking up/down. It's pretty much this one : http://glslsandbox.com/e#28930.0 However I sample positions (depth) to do fresnel to fake everything a wet look and normals to make rain "run" down along curves of stuff. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
ChrisV Posted November 28, 2015 Share Posted November 28, 2015 Some test scenes put together with the new media i'm creating to update my 'Ultimate Desert Pack' for LE. Made new textures, skyboxes and models. Plenty of possibilities with just a few assets! More to come! 10 Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Thirsty Panther Posted November 28, 2015 Share Posted November 28, 2015 @ Shadmar brilliant work again. I would pay for quality work like this. Paid workshop items Josh? @ ChrisV nice work. Looking forward to the update. 2 Quote Link to comment Share on other sites More sharing options...
epsilonion Posted November 28, 2015 Share Posted November 28, 2015 @ Shadmar Great work as usual mate.. I am getting interested in learning how to make my own shaders, is there any good tutorials out there? Quote Link to comment Share on other sites More sharing options...
shadmar Posted November 29, 2015 Share Posted November 29, 2015 I am getting interested in learning how to make my own shaders, is there any good tutorials out there? That would depend on what you already know about them, however since all engine has it's own way of doing shading I'd say generic tutorials aren't directly applicable in Leadwerks (or any other engine for that matter, they all have different input, output, uniform naming to the shader). So my answer to this is always, learn by doing, modify extisting shaders (what I did). Model fragment shaders are the simplest ones to mod, and since Leadwerks is a deferred engine, you don't have to worry about lightning. 3 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted November 29, 2015 Share Posted November 29, 2015 Another with vegetation, youtube ruins it with their compression on gray overcast rainy weather 7 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted November 29, 2015 Share Posted November 29, 2015 I have a feeling LE is going to get a boost in sales after this release. I mean that is amazing stuff! Quote Link to comment Share on other sites More sharing options...
Josh Posted November 29, 2015 Share Posted November 29, 2015 That's why this is going to be Leadwerks 4.0. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Angelwolf Posted November 29, 2015 Share Posted November 29, 2015 That's why this is going to be Leadwerks 4.0. Out of interest, will LE 4 be backwards compatible with LE 3 projects, and will LE 3 owners get any kind of discount on the purchase of LE 4 when it comes around? Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
Josh Posted November 29, 2015 Share Posted November 29, 2015 4 is a free update and is 100% backwards compatible. It's basically just what we have on the beta branch right now. The engine has changed dramatically since the release of 3.0, so I think it's time to increment the version. And then we can forget the whole mobile snafu ever happened. 5 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted November 29, 2015 Share Posted November 29, 2015 To be honest, since this was dubbed the "3.7 beta", I thought 4.0 was gonna be the update with the 64-bit editor, OSX support, and Paid Workshop items would be integrated, but this works too. I hope Shadmar's weather/time shaders make it to the official SDK for maximum awesomeness. I'll be writing a blog about what I've been working on soon. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
cassius Posted November 30, 2015 Share Posted November 30, 2015 "maximum awesomeness"." Try saying that when you have had a couple. Heres to 4 Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted November 30, 2015 Share Posted November 30, 2015 To be honest, since this was dubbed the "3.7 beta", I thought 4.0 was gonna be the update with the 64-bit editor, OSX support, and Paid Workshop items would be integrated, but this works too. I hope Shadmar's weather/time shaders make it to the official SDK for maximum awesomeness. I'll be writing a blog about what I've been working on soon. I did too, but we're getting some coverage soon and it makes sense to play it up now. And the changes are significant enough that it's justified. I don't think we'll ever see another total rewrite of the engine. 3 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
IgorBgz90 Posted January 4, 2016 Share Posted January 4, 2016 My first rectangle in OpenGL 3.3 (SDL2 / GLEW / C++) and simple framework for work . Quote Link to comment Share on other sites More sharing options...
brndx Posted January 16, 2016 Share Posted January 16, 2016 Here are a couple of screenshots for your viewing pleasure. 12 Quote Link to comment Share on other sites More sharing options...
diedir Posted January 16, 2016 Share Posted January 16, 2016 Wahou ! Very good work with lights and the world atmosphere Like the character too,evolving in a very strange world. congrats for the game coming ! 1 Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
brndx Posted January 16, 2016 Share Posted January 16, 2016 Wahou ! Very good work with lights and the world atmosphere Like the character too,evolving in a very strange world. congrats for the game coming ! Thank you so much your comment means the world to me. Its been quite a long journey at almost two years now and I've had several incarnations of the game miss the mark but I feel that now with feedback such as yours that I have finally made it. If you wish to find out more about the project you can visit its page under standalone games: http://www.leadwerks.com/werkspace/page/games/_/enshrouded-world-r67 1 Quote Link to comment Share on other sites More sharing options...
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