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Posts posted by Thirsty Panther
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Shadmar had an ocean shader sometime ago.
Cant find any links to the code.
You could look in the Leadwerks archive but most likely the shaders there will not work with the current version of Leadwerks.
They make give you a place to start thou.
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Try here.
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There is a Backup folder in your Leadwerks directory which saves versions of your maps.
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After some initial problems I've got my Skybox pipeline sorted.
To celebrate and to show my appreciation for the help the community provided I'm releasing these Skyboxes for free.
Enjoy.
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Thought of using a VR headset with this?
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If I use Chris V Skywerks textures from the Steam Workshop they work fine, no seams.
So there is something going on in the convert texture to material part of the pipeline.
The mystery continues.
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More data.
Tried fresh project.
Tried exporting images from paint.net instead of Gimp.
Loaded Spacebox into net.paint and exported as dds file.
Loaded the Spacebox from the Forth project straight into Leadwerks and still got the seam.
Does anyone else have this problem. I'm starting to think its Leadwerks Skybox shader.
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I get the same problem with a 6x1 image.
I've tried lots of variations. Increasing the resolution of the image improves it. Decreasing the resolution makes some of the other seams visible. Cropping the z image doesn't help.
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I making my own Skybox using Bryce and Gimp using a dds plugin.
I get a good result except for a one seam which appears around the negative Z image.
Anyone have a solution? Or ideas how to fix it.
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30 minutes ago, Iris3D Games said:
How did you fix it? I have to put animations here but it doesn't work for me to import it into leadwerks.
I loaded it into 3D coat then exported it as FBX.
Are you using Blender?
How are you exporting the file? Setting etc.
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Try this. He will need resizing in the model editor.
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6 hours ago, Josh said:
In case you are looking for these:
Could we put these in the Market Place.
Its difficult to find things in the forums.
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Could turn this into Robot Soccer.
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Flowgraph editor can be use to link objects without the need for complicated programming. For example a switch can be linked to a light, a door or even an elevator. Or you could have the one switch operate all 3 just by linking them in the flowgraph editor.
https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_Switches-and-the-Flowgraph
There are also example maps in the FPS template which give good examples of how to use it.
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Check this post from Josh for common bottlenecks.
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Sounds good to me.
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You should check out our project.
We were looking at including a 3rd person aspect to our game as well.
We also have a game design document which outlines our goals with the game.
If your interested you should join. Its a great learning experience and will help you in the future when you start your own project.
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I'll be fast asleep. 4.00 am here
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Came across this interesting website for those of us interested in level design.
It allows you to load game levels in your browser so you can see how they were put together.
It includes maps from different consoles (Wii, Gamecube, DS) and from a variety of games such as Mario Kart, Zelda, metroid prime and dark souls.
It also shows the individual textures used and give statistics on the level ( FPS, draw calls, number of triangles).
Enjoy.
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You can add a normal and displacement maps to give a material.
What is it that you are trying to do? Are you just wanting to speed the terrain making process or something else?
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Got a new laptop to replace my temperamental old one. Just installing all my apps, including Github desktop and the Forth project, and hope to be back up to speed this weekend.
Been following your progress on Discord and looking forward to joining in.
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Here is a Youtube series on shaders using Leadwerks.
Shadmar removed his shaders sometime ago. He was unable to update them to the workshop and the developed some glitches.
Maybe he might like to fix them and sell them on the market place
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Ocean and waves?
in General Discussion
Posted
Nicks Tutorial on shaders in Leadwerks.