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mdgunn

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Everything posted by mdgunn

  1. Tiered idea is good. I think it's very important that people can get a good idea of what assets are like and an actual sample is the best really. Very glad to see you are providing the PSD's too. It might be the thing that would push me to purchase (if the price was right). For this community (small, often single person projects) I think being able to rework assets in some way is hugely useful. Could you perhaps provide a sample PSD either in free pack or off a link (in forum or workshop asset) so people can get an idea of what they might be getting in PSD's too. Maybe a low res version or watermarked or something? If you'd rather not, no problem. Looking forward to your final release.
  2. Not something I need but I mention it as it is something that is supposed to work well with deferred rendering engines.... This is something I came across while reading the docs for Decal Machine (https://machin3.io/DECALmachine/) a low cost Blender Addon that I think is gaining a lot of attention right now. From the Decal Machine docs https://machin3.io/DECALmachine/docs/installation/index.html#instructions Currently I am hoping that I can use Decal Machine to bake out normal maps and but I'm not sure it is supported yet (development is moving quite fast though). I think there is an imminent Unreal exporter but I'm not sure if that uses this geometry rendering for decals or not. Thought I'd mention it in case it is something that Leadwerks is suited to implementing fast (at some point in the future) if it suits the architecture well.
  3. mdgunn

    Luawerks For 4.4

    Thanks for the info on the update of this interesting work. What's the roadmap?....Are there any future features which are soon to be integrated and what is the further future for the product? If it is sensible to elaborate anyway.
  4. 1) On starting a new project and launching it seemed to me that some anti-aliasing was happening even though settings initially say none. Looked like about 2x. Setting to 2x and back to none seemed to be result in the correct more jagged stepping to me. May already be fixed? Image attached probably not showing it (there for other things sorry). 2) Rendering of the menu options is a bit spidery. In particular the O's in options look like there circle has almost got gaps in it. 3) Title would be better if not 'test test test'. Forgot what it used to say but 'test test test' for some reasons bugs me in a jarring way. Maybe this is the intention but something a little less random would appear more professional should you want to post a quick screen grab from something in development without having to worry about 'test test test' appearing should you forget to correct it.
  5. You are right Einlander! Some multi-monitor related issue. Unplugged 2 of the 3 monitors and it builds OK now. I'll give your notes on the issue a read.
  6. Windows 10 64 Triple monitors. I don't think I see the crash message but I see the project launching in the task bar then just disappears.
  7. Current beta seems to be crashing for me (tut sample as base then simple box with camera and spectator script). Window launches but never makes it. Normal branch seemed OK. Executing "D:\Work\Leadwerks\Projects\Tut2\Tut2\Tut2.exe"... Initializing Lua... Lua sandboxing enabled. Executing file "D:/Work/Leadwerks/Projects/Tut2/Tut2/Scripts/Error.lua" Executing file "D:/Work/Leadwerks/Projects/Tut2/Tut2/Scripts/Main.lua" Executing file "D:/Work/Leadwerks/Projects/Tut2/Tut2/Scripts/Menu.lua" Initializing OpenGL graphics driver... OpenGL version 451 GLSL version 450 Device: Radeon (TM) RX 480 Graphics Process Complete. I might uninstall everything and put beta back on but it would be tomorrow night before I get a chance.
  8. What needs to be uploaded. The whole zipped source folder? In this case there is really nothing special in the scene. I created some CSG boxes gave them a mass of 5 and put them on top of each other. I duplicated the stacks to make sure there were a number of similar things in case some did not exhibit a problem. The boxes were are all duplicates of 1 box created and placed with snapping on so should be identical to each other and lining up to the snap grid in dimensions and placement. There are some meshes in the scene which do exhibit the same problem, so not limited to CSG. As this seemed so basic I imagined others are seeing this without providing the source for such a simple situation.
  9. I see much jigging about if you stack physics objects. I imagine this is due for fixing. Beta branch Release branch (non-beta) Beta branch
  10. GRENADE, GRENADE, GRENADE...OK I think I've got it this time.
  11. Unfortunately I started work on completely the wrong weapon, a portal gun! I only just realised now so no submission from me. Still the competition got me doing something I might not have challenged myself with and I hope to get it completed sometime. Hope to have something for the next challenge, which I hope continue.
  12. Sounds like I'm doing the same thing. I'm on a laptop with integrated Intel graphics, which is very usable with LeadWerks for simple stuff, but I think this rendering to a material from a camera may not work. I can't test this on my desktop for a few more days but I suspect it will work when I retest there. Thanks for the feedback.
  13. EDIT(My post title a bit mis-leading - not sure I can edit - I'm really trying to set things in the editor with minimal code, so setting a camera 'Render Target' not setting this in code). I was fairly sure I'd had this working before but I can't remember if there was anything special I did to do it.... I want to render to a texture like someone did here... Here is my non-working version... QUESTION: If you are setting the 'Render Target' on a camera in the EDITOR what else do you actually need to do to get the image appearing on a brush/model? I thought setting render target in the editor to a texture and setting that texture on a brush might be enough (though I suspected it would not be that simple too). I've seen the security cam scripts but it seems like these are doing some of the work that setting the Render Target of a cam in the editor is probably doing (i.e. rendering the texture for you). My texture stays black. I am using the standard FPS controller (which creates its own camera) and another camera set so I can set the position and the Render Target. Is this maybe the problem where maybe 2 cameras are active at once? Was thinking setting 'Render Target' on a camera handled any switching of cameras as it needed when running. Any ideas what I need to do to get this working?
  14. I forget...does loading additional LUA libraries mean you can't use sandbox and can't deploy to player?
  15. mdgunn

    Emitters

    You mean just the few materials that come with the standard projects, like smoke and tracer? No, the emitters I showed above use all new materials though you can do quite a bit with the the simple default blur and smoke.
  16. mdgunn

    Looking further

    OK thanks for the info!
  17. mdgunn

    Looking further

    Interesting what you say about GetAddress. I'd not got to using that. Can you explain a scenario you've found it useful in? I've sometimes found it difficult to find problems. Things like objects getting freed up due to reference counting reaching zero and me not realising it. Is this the sort of scenario you a using it in?
  18. There are ways to use PBR in Leadwerks if you use some specific shaders that others have written. I think there are 2 PBR implmentations, 1 I think aimed at Substance Designer. Try here: http://www.leadwerks.com/werkspace/blog/101/entry-1660-substances-metal-and-roughness-and-leadwerks/ but someone else also did a separate implementation I believe. Should be something in the forum. I think that one might be out in GitHub or something rather than a workshop item.
  19. mdgunn

    Emitters

    The majority of the effect of these is just standard leadwerk emitter (usually multiple). One or 2 (smoke ones I think) use an animated sprite sheet to give a small time variation to the particles over their lifetime but that usually isn't giving the main effect. The spell one (red expanding circles) looks like it could be sprite sheet, and might be more efficient if it was (though limited in resolution), but it's 2 emitters and no sprite sheet at all. For a torch or candle, and possibly some projectile/spell effects, I would probably go with a sprite sheet where the size of what you want is limited, many instances would be inefficient, or the effect it difficult to create exactly with Leadwerk emitters. Most effects I would be aiming to have as proper LW emitters so you can modify them to be what you want. None of these emitters have scripts doing anything yet but that might be an option for some extra control as well.
  20. mdgunn

    Emitters

    Thanks, got it working. These look possible. I will take a closer look when back at home.
  21. mdgunn

    Emitters

    I had planned a good deal of the things you mention and have early versions of most of them. I have only recently begun investigating this with more seriousness (started just last weekend really), so everything is quite early at this time. Here is a screenshot and video (if I can figure out how you link a video) to show a bit of what I've done. In addition to these I have plans for multiple types of those in the image as well as some or all of the following blood impact billowing dust sandstorm steam impacts - maybe glass/metal/wood/cement/dirt (e.g. bullet hitting dirt) lightning gas (poison) explosions maybe lasers/tracer/muzzle flash water - taps/fountains/rain splash etc. I'd probably be open to any requests. I might do some custom scripts for the prefabs to allow you to more simply control parameters or gain additional programmatic control over things.
  22. mdgunn

    Emitters

    I have been working on a set of generic emitters for my own use. I've been considering either selling for a low price of giving away for free (or a free subset). Not sure what the interest would be. There is a spark effect in the workshop by Josh and it pretty convincing. The physics interaction is nice, as long as you don't over crank this. A few tips: 1) Expect to have multiple emitters for each effect (with each set as low as you can for the effect you want). 2) For each single emitter aim to capture a single property of the item you are modelling (e.g. fire = flames + sparks + smoke) 3) Turn on only one emitter at a time and tweak it so that it gives you the effect you want for that component. 4) Have each emitter attached to a pivot, and then save the whole lot of as a prefab. 5) Consider if an animated sprite sheet rather than a static material might improve the look OR help you reduce particles needed. E.g. an animated frame versus multiple particles to do the same thing. That's what came to mind first anyway.
  23. If I was aware of this I'd forgotten, so thanks for the reminder!
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