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macklebee

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Blog Comments posted by macklebee

  1. 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.

    • Upvote 2
  2. 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.

  3. 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?

  4. Yes, it can be done with just lua because that's all i have. biggrin.png 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.

  5. 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.

  6. 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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