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Posts posted by DooMAGE
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Unfortunately never tried the Vive, I would say that the motion tracking in the rift is pretty good. (I don't have one yet)
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https://uploadvr.com/oculus-rift-touch-399-sale/
The $399 price will last for 6 weeksYou can also get this bundle from best buy http://www.bestbuy.com/site/oculus-rift-virtual-reality-headset-touch-wireless-controllers-eve-valkyrie-game-package/9999284100050000.p?skuId=9999284100050000
QuoteBut as of this morning Oculus has rectified that by announcing that you will, for a limited period, be able to get the bundle of the Oculus Rift and Oculus Touch controllers for $399 (USD), reduced from $598 (USD) – itself a total that was reduced by $200 from it’s release price back in March.
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Hello, as reported here https://www.leadwerks.com/community/blogs/entry/1984-leadwerks-44-rc2/
Any text showed with context:DrawText is super aliased now, making some ugly texts.
I think Josh is aware of the issue.
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2 minutes ago, Josh said:
My bloom is not based on Shadmar's. I just modified my blurring routine to use more samples and adjusted the cutoff and exposure values.
Yeah and I like it
There is some value that I can mess to make the water less bright? -
The new bloom is very good and also looks like there is better performance too.
But I am finding that the water is looking too bright and has some lack of reflection details when the bloom is enabled.I was usign another bloom solution and the water don't was affected by the bloom.
Its a bug or somehow I can adjust it to look more like the second example?
New Bloom (loss of reflection details, water too bright):
Shadmar bloom (08_pp_bloom.lua) :
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Thanks Einlander, looks much better now.
I have some problem with the refraction, it dont cover all the water plane, some parts of it looks clean.You can notice it moving the camera up and down looking at the water plane
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I mean you can't do like in the picture since the global water has a global level only.
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End of an era :/
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I'm almost giving up on implement some game mechanics in my game because of the water. lol
I need some water pools of various height scattered across the level, because of this I can't use the native global water because you can only change the global height of it (the global water is amazing btw). No problem, so I downloaded a water plane from workshop and added a probe to make some reflections on it.
I don't know why but in video and some screenshots the water shows some odd checkerboard on it.My results so far:
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It's working great again. Thanks Josh
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If you have a previous screenshot of the same location you showed, you would see how looks like that the volumetric light is more thick now, when enabled its hard to see what is on the other side.
How it was in 4.3:
So subtle and pretty
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So what is happening in the last example is a normal behavior that we can expect when we use volumetric lighting? I mean, you can't even see the texture in the wall behind the window in that corridor.
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The global water is working great, its his water that I am having trouble
Also I think that the water in the Evaluation Abridged is the global leadwerks water.
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Hey,
Since I can't create pools of water with the leadwerks water solution, I tried to use this asset made by reepblue, idk why but there is no reflections and color in the water in my tests. The animation works fine.
I remember the game Evaluation Abridged by Einlander has a nice water:
Anyone know how I can get the same results?
I really appreciate your help
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Hello friends,
I noticed something odd in the 4.4 beta about the volumetric lights, did something changed Josh?
Before:
After (4.4 beta):
There is some crazy contrast going on now.
I tried mess with the volumetric light slider and anything >1 will look like this.In the 4.3 the effect was more subtle and pleasant to look at even at >2 values
EDIT
I did some more tests, and spotlight with volumetric effect puts a black contrast in the scene, its like there is no transparency in the light:
Spotlight with volumetric light ON
Spotlight with volumetric light OFF
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Thanks for looking at it!
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Sadly the shadertool developer looks like is giving a s*** about LE support.
It's broken since 2015 and he is ignoring posts about the issue.
http://steamcommunity.com/app/314720/discussions/0/620713633851487297/
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Hey guys,
Since the workshop is not working for 4.3, I upgraded to Leadwerks 4.4 beta.
Now when I try to install any workshop item nothing happens, not even in the log show anything.
Tried to restart all steam process, still with the issue.Anyone with this problem too?
Ty guys
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13 minutes ago, Josh said:
I don't have shadmar's bloom shader. Where can I download this?
There is something wrong with the water buoyancy, for sure.
Thank you for the fast response
I tried mess with the object mass but anything >0 make the buoyancy go crazy.The SSR is working now thanks for your new fragment code.
You can download his shader pack here:
https://www.leadwerks.com/community/topic/15383-underwater-shader/#comment-103236 -
Looks like some shaders are very buggy now, when I try to use shadmar's 08_pp_bloom.lua shader I get this result:
The native SSR shader is also not working anymore
Video 0:36 timestamp - The physcs on water are pretty funny now too (I undestand that its not finished yet)
Water physics plays a big part on my game. -
Same problem here, how we summon Reepblue?
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17 hours ago, gamecreator said:
I assume you mean with Lua. It's worked with C++ for years.
Yes you are right, I mean native support
@Josh Thanks for the instructions! -
The first thing I'll try to do is enable some sort of ghost multiplayer on Log Riders like the Trackmania series.
No player interaction, just you be able to see the other player jumping around.It's doable?
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So nice to see client-server stuff working on Leadwerks
My attempt on water plane is garbage
in Game Artwork
Posted
I'm still trying to figure out why the water plane looks so odd depending on the camera angle.