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Paul Thomas

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Everything posted by Paul Thomas

  1. He's probably referring to Masterxilo's video cutting up the logs. ?
  2. 16 textures per model. So why not make additional models even if it was manually copying them (and renaming them; armor_legs_1, etc.)? Kind of cheap I guess but you'd have a set amount of assets anyways. But yeah, a non-instance copying method/function would be great.
  3. I have plans to use PhysX. Almost finished an up-to-date library for blitz and was thinking about how LE would react to it. First thing I remembered was the automatic phy file creation. Once I begin using PhysX with LE I'll post up progress. I remember Masterxilo already implementing PhysX but I don't know how far he went with it. I figured it would be easy to add a disablenewton method but I could imagine that it's more complex than I'm thinking. But I also think expanding the engine to cater to multiple physics libraries couldn't be a bad thing either. I'll bring the subject up again once I get more progress going. Tyler, didn't you have plans to use Havoc? Can't remember.
  4. Two directional lights for dynamic day/night. I've hacked my way around it but of course it was far more work than just being able to have two directional lights. The multiple directional light bug also makes the water plane follow the camera rotation x-axis, and water reflection follow the camera rotation y-axis.
  5. For some of us who want to use a different physics library than Newton. I don't care if blahA is better than blahB, it would great to have the ability to disable Newton (most likely after the Graphics call). One of the obvious reasons is because of the automatic phy file creation.
  6. Merry Christmas, Josh. I like the idea with the framewerk ability to easily add post-processing effects. I'm creating a similar design for the framewerk I'm currently using. When making additional shaders it was just becoming a redundant task to constantly add fields, if statements, and methods just to start testing a shader. Eventually I made "testshader" fields, and method to reduce that task, lol. The new addition to framewerk will also hopefully aid others when everyone releases shaders. I've released two but I don't know how many were able to actually get it working, not to mention how many passed it up because of the work required to get it working. Hopefully this will bridge the gap.
  7. Yeah, I think it'll be fun, and I plan to animate the rain/blood. We'll see how it goes but I think it'll be a fun project.
  8. I did the same exact thing a couple weeks. It did produce sharper results but was an FPS killer. Never tried to optimize it or anything, was just curious at the time. I probably would have better results doing this before any post-processing effects.
  9. I remember when working with XNA they had all the 2D animations for a single character on a single texture. Simply changing the X position in the draw call to change animation. Probably best to do it that way, not really sure, never compared the two before.
  10. Yeah. Several months ago I asked if I could get the source to it but he said he was too busy at the time. I then continued my conversion from HLSL to GLSL learning curve, lol.
  11. Thanks man I'll be releasing more shaders once I finish them. I have a lot more work in the post-processing area just for my own project but I'll be sharing most of them. I think the next shader I'll be working on is water/rain screen splats.
  12. Not a problem them. This effect is seen in most games, such as Crysis and Far Cry 2. Can be used for multiple types of situations.
  13. Just got it working, thanks a lot Josh, greatly appreciated.
  14. What kind of performance hit do you get when loading a L4D map into Hammer?
  15. Under each topic description it says "Open to the public."
  16. File Name: Radial Blur and Radial Masked Blur File Submitter: Eternal Crisis File Submitted: 23 Dec 2009 File Category: Materials Resolution: 512x512 Free for use with any Leadwerks Engine game or project. Directions for Framewerk with engine version 2.8: Field filter_radialblur:TShader Field filter_radialmaskedblur:TShader Field radialblur_enabled:Int = False Field radialblur_blur:Float = 0.0070 Field radialmaskedblur_enabled:Int = False Field radialmaskedblur_mask:TTexture Field radialmaskedblur_opacity:Float = 1.0 Field radialmaskedblur_blur:Float = 0.0075 Within the Draw method: If radialblur_enabled DrawEffectRadialBlur(postbuffer[1-cb].colorbuffer[0]) EndIf If radialmaskedblur_enabled DrawEffectRadialMaskedBlur(postbuffer[1-cb].colorbuffer[0]) EndIf The methods: Method DrawEffectRadialBlur(colortexture:TTexture) If Not filter_radialblur filter_radialblur = LoadShader("abstract::radialblur.vert","abstract::radialmaskedblur.frag") SetShader(filter_radialblur) SetShaderFloat(filter_radialblur, "blur", radialblur_blur) colortexture.bind(0) DrawFlippedImage(colortexture) EndMethod Method DrawEffectRadialMaskedBlur(colortexture:TTexture) If Not filter_radialmaskedblur filter_radialmaskedblur = LoadShader("abstract::radialmaskedblur.vert","abstract::radialmaskedblur.frag") If Not radialmaskedblur_mask radialmaskedblur_mask = LoadTexture("abstract::radialmask_full.dds") SetShader(filter_radialmaskedblur) SetShaderFloat(filter_radialmaskedblur, "opacity", radialmaskedblur_opacity) SetShaderFloat(filter_radialmaskedblur, "blur", radialmaskedblur_blur) colortexture.bind(0) radialmaskedblur_mask.bind(1) DrawFlippedImage(colortexture) EndMethod This effect doesn't play nicely while submerged, so it's best to disable the effect when you're submerged, and turn it back on (if it was on when going submerged) when you're no longer submerged. For the radialmaskedblur you can change the radialmaskedblur_mask texture to use different effects. The zip file provides six different textures that will provide the blur within specific locations. Feel free to play around with them and/or make your own. If anyone makes any improvements to the shader or improvements with the shader in combination with framewerk, please let me know. Click here to download this file
  17. http://leadwerks.com/werkspace/index.php?app=downloads&showfile=37 I meant to release this a while ago, sorry about that. Instructions are in the "readme.txt" file included in the rar. This should only be used if you have experience working with Framewerk source (specifically the Renderer). Edit: Moved to the Downloads section.
  18. If you keep up with the payments, lol. I'm just playing anyways. It's pathetically dumb to download the hacked version of LE and go to the forums expecting some help. Edit: And ironically I just finished eating a turkey sandwich.
  19. Lmao, you could rent the 60" flat screen TV from Rent-A-Center
  20. Try skycam.ClearMode = CameraClearMode.Depth; In Framewerk there is also a ClearBuffer(BUFFER_DEPTH) before "World.Current = background" and after the background "World.Render()" See if it helps? I really need to download your headers and try this out. I really like the syntax flow.
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