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Blog Comments posted by macklebee
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Why do I get "Who is calling this ?"
and then it just exits the program when you close out that window...
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Yes - can confirm. Previous ogg file was 1.3 MB and it took almost 11 seconds to load and now it takes 0.24 seconds. Comparatively the 16MB wav version of the same file takes 0.4 seconds.
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it better be globally tesselated or its garbage!Hair physics finally!!!
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what's the code for rounded corners?
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hello? er... my bad. not talking to me
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Well, yeah its not part of Render - but thats why you draw to a custom buffer/texture then apply it to a model. But its the exact same concept. There really is no difference between drawing a 2D image vs 2D text onto a model. My "decal" is not a LE decal. I was drawing on the texture/buffer being applied to the model as the video shows in the upper left hand corner. But after Josh put out his LE4 decals there was no reason to continue with it. And the first post I showed is a way to perform it. Apply the drawn text in a custom buffer as a texture to a material.
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But we could already you say? how?
and similarly, my attempt at one point of doing decals prior to them being implemented in LE4:
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Good stuff, diedir. Look forward to playing!
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Yes, it was subscribed items in that tab, but I thought the green checkmark indicated installed and the grayed icon indicated it was no longer installed?
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I would like to have a tab that shows what I have installed per project back. That was useful information and allowed us to install/uninstall easily.
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If possible, can you post the textures used for the red marble and the rusted metal? I would like to see a more direct comparison just using the inherent LE materials and shaders.
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I am currently doing the ambient lighting in the materials because I don't know how to pass the required data to the lighting shaders,
Isn't the ambient lighting color just passed as a uniform in the lighting shaders?
directionallight.shader:
uniform vec4 ambientlight; ... ... sampleoutput = (diffuse * lightcolor + specular) * attenuation + emission + diffuse * ambientlight;
Can you not just pass your data in place of the inherent ambientlight uniform?
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Game Engine Gems 3 Now Available for Pre-order
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
pre-ordered.
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Yes, it can be done with just lua because that's all i have. When I get a chance sometime this week (probably the weekend), I will shoot you a PM with my messy un-optimized code showing how I did exactly what you are describing. And btw the buffer class is exposed to lua. http://www.leadwerks.com/werkspace/topic/10171-buffer-commands-exposed-to-lua-with-documentation/#entry75328
Refer to any of the post-process shaders in the workshop with lua scripts (or the screen distortion shader I showed above) and you will see references to the buffer class.
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@wchris - not sure if I understand what you exactly asking for but for the screen distortion shader I posted in the forum, I pass a texture with a defined pattern to the post process shader and then distort the rendered world buffer based on its pattern. http://www.leadwerks.com/werkspace/topic/12886-more-overlay-type-shaders-please/#entry92116
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The shader is there but its in a different folder. The materials for the grass, bush, and tree lists the leaves.shader in the Shader/Model folder, but its actually in the Shader/Vegetation folder. Make the changes to those materials and the errors go away.
Btw, i also noticed that the framerate is higher when the directionnal light comes from above, and decreases when the directionnal light comes from a lower angle.I assume thats due to number and size of the shadows that are created.
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70+ in grass to 300+ in sky on GT590
Looks good - even though i get the pixel flickering as well on far away trees. It's almost like your billboard creation works too well since it looks like the flickering is caused by the empty spaces between leaves/branches.
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Will you add terrain shadows along with this? That feature would definitely help make the LE terrains look more realistic. Right now they just look 'off' without it.
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I'd be interested to know what the revenue split will be for the curated workshop items.
Its posted under the blog post concerning the curated workshop:
http://www.leadwerks.com/werkspace/blog/1/entry-1492-beta-update-submitting-curated-workshop-items/
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What about just a simple dropdown list of all available entity names in the current scene? I did something similar in LE2 for creating my own properties panel selections.
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What happens if you do not have a unique name? An error or just the possibility of the wrong object used for the linkage?
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Yes based on his other posts, i would assume that is what he is referring to. I believe him and others have reported a skipping effect when moving down a slope.
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+1 for the wireframe
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Common Bottlenecks
in Development Blog
A blog by Josh in General
Posted
The zombies have 54 bones - the crawler has 24.
That is more than twice as many bones that have to be cycled through for the animation cycles. Not really surprising that it costs more to run than the crawler.
Other than the run animation where the hands/fingers change position as compared to the other animations, there really wasn't a reason to have separate bones for each finger joint. If I had the fbx version of these models, I would remove those bones to get the skeleton hierarchy down to a reasonable number if I was going to put a lot of them in a scene.