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Posts posted by Josh
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I can confirm this. It looks like it goes through one full cycle because the correct position is used.
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I'm surprised that bug made it through. You can fix it immediately by setting Shaders\Editor\TerrainTools\Paint.shader pixel shader to this:
#version 400 uniform vec4 drawcolor; uniform vec2 toolradius; uniform float strength; uniform sampler2D texture0; uniform vec2 toolposition; uniform vec4 mask; in vec2 ex_texcoords0; in vec4 vertexposition; out vec4 fragData0; void main(void) { vec4 current = texture2D(texture0,ex_texcoords0); float d = length(vertexposition.xy-toolposition); if (toolradius[1]-toolradius[0]>0.0) { d = 1.0 - (d - toolradius[0]) /(toolradius[1]-toolradius[0]); } else { d = 1.0 - (d - toolradius[0]); } d = clamp(d,0.0,1.0); d *= 0.2 * strength; fragData0 = current + d * mask; }
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Please post the file that causes the error.
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I'm heading up to Seattle this afternoon. New user registrations will be disabled for two days. Here's a little more info about Steam Dev Days and Linux in the living room:
http://www.leadwerks.com/werkspace/blog/1/entry-1159-steam-launch-recap-and-steam-dev-days/
I'm not really sure what to expect at this thing, but I think it's the start of something big.
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I decided not to patch this before I go to Steam Dev Days just because it's a bad idea to change anything right before I go out of town. However, the shader modification I demonstrated will work in 3.1 for all shaders that exhibit this error.
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I would encourage you to complain on AMD's forum. I have posted some things there and had zero response. Back before AMD bought ATI they were very responsive and I could send them a demo any time. I got several driver bugs fixed that way.
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You are the second person to report this, both on ATI hardware. This is definitely a driver bug. You can see the rendering all looks fine, and there is no way for OpenGL to create artifacts like that due to any error.
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You so stole that from Portal 2.Definitely this. I envision a kind of laser emitting device pointing to a spot which would create the beam, smoke where it's hitting the wall, etc.
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The default value is 64,64,64.
You can delete the file C:\Users\username\AppData\local\Leadwerks\Leadwerks.cfg and the editor will reset to its default values. I think there also might be a command-line switch in the readme.txt file for this...
Yes, if you launch the editor with the "-restoreconfig" option it in the command line it should reset the configuration.
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That was the case up until January 6th, but no longer.You can get the Lua-only version right now from Steam. The Lua & C++ version from the Store on this site hasn't been released yet.
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With deferred decals that kind of thing would be much more feasible, without all the ugly z-fighting and lighting problems geometry-based decals have.
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My favorite suggestion is the security camera. I'd like to do this, with proper art assets and maybe an extra command to make life easier.
Doing portals would require an additional script function to ignore certain collisions, and it would be a lot of complicated code. It could be done, but that's probably better for one person's individual project.
I'm also interested in machinery and map interactions. Things like a moving crane and mechanical parts make good subjects for lessons.
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Please post your files.
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In order to comply with Windows UAC, the editor writes the config file to "C:\Users\username\AppData\local\Leadwerks\Leadwerks.cfg". You can delete this file to restore the default settings.
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Here are the values Leadwerks will automatically send to shaders when they are bound:
if (uniform_currenttime) uniform_currenttime->SetFloat(Time::GetCurrent()); if (uniform_buffersize) uniform_buffersize->SetVec2(Vec2(buffer->GetWidth(),buffer->GetHeight())); if (uniform_drawmatrix) uniform_drawmatrix->SetMat4(graphicsdriver->drawmatrix); if (uniform_drawcolor) uniform_drawcolor->SetVec4(Leadwerks::GraphicsDriver::GetCurrent()->drawcolor); if (uniform_projectionmatrix) uniform_projectionmatrix->SetMat4(graphicsdriver->projectionmatrix); if (uniform_isbackbuffer) uniform_isbackbuffer->SetInt(buffer->isbackbuffer); if (world != NULL) { if (uniform_ambientlight) uniform_ambientlight->SetVec4(world->ambientlight); if (uniform_tessstrength) uniform_tessstrength->SetFloat(world->tessellationstrength); } if (ActiveCamera!=NULL) { if (uniform_projectioncameramatrix) uniform_projectioncameramatrix->SetMat4(ActiveCamera->projectioncameramatrix); if (uniform_cameraposition) uniform_cameraposition->SetVec3(ActiveCamera->GetPosition(true)); if (uniform_cameradrawmode) uniform_cameradrawmode->SetInt(ActiveCamera->drawmode); if (uniform_cameraprojectionmode) uniform_cameraprojectionmode->SetInt(ActiveCamera->projectionmode); if (uniform_lighting_ambient) uniform_lighting_ambient->SetVec4(ActiveCamera->world->ambientlight); if (uniform_camerarange) uniform_camerarange->SetVec2(ActiveCamera->range); if (uniform_camerazoom) uniform_camerazoom->SetFloat(ActiveCamera->zoom); if (uniform_cameramatrix) uniform_cameramatrix->SetMat4(ActiveCamera->mat); if (uniform_prevprojectioncameramatrix) uniform_prevprojectioncameramatrix->SetMat4(ActiveCamera->prevprojectioncameramatrix); if (uniform_camerainversematrix) uniform_camerainversematrix->SetMat4(ActiveCamera->mat.Inverse()); if (uniform_cameranormalmatrix) uniform_cameranormalmatrix->SetMat3(Mat3(ActiveCamera->mat)); if (uniform_camerainversenormalmatrix) uniform_camerainversenormalmatrix->SetMat3(Mat3(ActiveCamera->mat.Inverse())); } else { if (uniform_projectioncameramatrix) uniform_projectioncameramatrix->SetMat4(graphicsdriver->projectioncameramatrix); }
Additionally, texture0-15 are automatically initialized to 0,1,2, etc.
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I recommend attaching your map file in this forum so we can try it ourselves and see.Hi everyone,
Im trying to add a skybox, to a new project but it seems im doing something wrong.
I created a terrain (1024x1024) then from the Materials->Sky i drag and drop the Skybox Texture.mat and i get the following messages
Loading material "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/Materials/Sky/skybox_texture.mat..."
Loading shader "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/shaders/model/flat/sky.shader"...
Loading texture "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/Materials/Sky/skybox_texture.tex..."
Deleting material "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/Materials/Sky/skybox_texture.mat"
Deleting shader "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/shaders/model/flat/sky.shader"
Deleting texture "C:/Users/Matias/Documents/Leadwerks/Projects/TestProject2/Materials/Sky/skybox_texture.tex"
Any ideas on what am i doing wrong?
Any help appreciated.
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To set the animation shader...in the material editor, there is a tab called "Shader". There are two shaders you can set there. For the regular shader choose the file "Shaders\Model\Animated\diffuse+normal+specular.shader". For the shadow shader (this gets used to render shadowmaps) choose "Shaders\Model\Shadow\shadow+animation.shader".
See the crawler character's material to see what it uses.
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I think the door script is more convenient, if they are just going between two points.
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Your brushes don't move because they are being merged into the static scene and deleted. I need to add a checkbox to let you prevent this from happening.
I worked around this by adding the noise script to each brush so the brushes don't get collapsed. No sound file is specified so it won't have any other effect.
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First off, your map is really cool. I'm really super happy to see this level of interactivity so early, it's really encouraging.
When bushes are loaded in a map, the engine collapses them down into merged static geometry, if certain conditions are met. If the brush has 0 mass, no script attached, and some other things, it is assumed the user wants it collapsed. In your case, of course, this was wrong.
Rather than keep guessing, and having to add more and more conditions in the future, I should probably add a checkbox in the editor so the user can control whether it gets merged or not. I'm sorry this slowed you down. Your map is pretty interesting to explore already.
One thing you could do immediately is add an empty script to each child brush. This will prevent the brushes from being merged, but won't add any behavior to them.
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Wow, that is disturbing. Good thing we have our live shader editor. This is exactly what I did, and it worked right away:
1. Open the material for her face and body.
2. Select the Shader tab in the Material Editor.
3. Press the Edit button next to the shader. The shader will be opened in the Shader Editor.
4. Select the Vertex shader in the left-hand panel.
5. On line 44 change it so the normal is being normalized. Press F5 and presto!
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Thanks for chiming in, guys. As far as I know Blender FBX files work fine, but we also have a Blender export plugin coming.
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There is no save map function in the engine, and the map format is a constantly changing one. (However, it is always written to be backwards-compatible.)
SetVec3,SetVec4 --> const Vec3/4 expected..
in Leadwerks Engine Bug Reports
Posted
The second call is correct. The first uses invalid syntax.
Added the missing Vec4 constructors to the Lua API.