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Posts posted by Marcousik
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Yes there are professional tools created for simulation that are just excellent
For Leadwerks, the best is the spline tools, it allows a car to follow the road, including physics possibilities.
I made with this a little race car game, that was one of my testing with the spline tool:
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What do you thin k that means copyright free, does that mean ok to use as CC attribution with commercia use?
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I got this:
> Option Very High -> GetDetail returns 0
> Option High -> GetDetail returns 1
> Option Medium -> GetDetail returns 2
> Option LOw -> GetDetail returns 3
Try with textured models, you will see what happens
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In-editor Screenshot render tool selecting another view than perspective returns a black screenshot. Is this a bug or I missed smthg?
Note: Quick Render runs ok, only render tool buggy
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Just use Texture:GetDetail() to get the answer
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Ok thx
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How performant are decals? Did anyone have an idea how much of them a map will support (approximativly)
I hope decal isn't that heavy because it has no shadow, no physics, no shape.
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@Genebris Dude 1000 Thx that made it, set the range to 0.5-600 fixed the tremblng
I will credits your name for saving this idea if my project ever get finished!
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6 hours ago, Genebris said:
Have you tried lowering camera far clip / increasing near clip? Just in case this is due to depth buffer precision somehow.
I don't know about that. Could you give me details, where/how? Function?
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Ok maybe? But is that not strange that everything goes ok at the edges of a map... except decals?
I mean shadows, models, cng, emitters all work fine ,but decals are trembling. I m bit disappointed, it would have built good roads effects.
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Could it not be a shader bug
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It does not appear, I tried, no problem, only ingame
And the bug appears even on 1024 map at the edge.
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One thing I don't understand if why does the trembing not appear in the preview editor?
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3 minutes ago, Josh said:
I think this is just 32-bit floating point precision in action.
Right it is not tembling in the middle of the map, ok.
But do you know how to fix this? Or that would mean for my game design no roads after range (x,y) ?
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Update: Tested on 512 map, no bug so occurs only on 4096 terrain, but can't tell why
Update 2: It seems it is trembling only at the begin and at the end of a camera move. While the camera is moving it is ok.
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I want to build a road with the decals, but then the road is trembling each time the camera moves:
I'm on terrain 4096*4096
Any idea why this occurs ?
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https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Decal_SetRenderMode
-> You can select the effect of the decals appearing on models or on brush
Or try to scale the effect zone of the decal so that it doesn't reach your character, that's all I know about decals
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I think that a non-subscription modus for Indies is an art of quality garanty for customers, as it says: Look at that big studios which are owning over 50000 $ with our engine-made games. They have to pay a monthly fee, are not suffering for this, and we are stable.
That means nothing else than "pay our engine first after you get success with it" That's a warranty.
But the real question is imo which part of the market/customers is Ultra supposed to be attractive for ? Indies or profis ?
Maybe in a few years will seet Josh confortably with a big success thx to Ultra project and allow Indies to work or try to work with it for free or one-time payment. Who knows.
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On 6/17/2022 at 12:19 PM, Josh said:
Yeah, I was thinking I could create a bezier curve and turn that into a series of decals that form the road. This will come after the 1.0 release.
Yes something like a spline tool is a must.. But we should see the spline from the editor, that's the main feature I miss by Aggror Spline system
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Will you put the feature road tracer ?
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Hi,
I tried today to get that work but sorry I'm a terrible zero with shader.
So I just did not get the traces to work as expected.
No matter if I use one or the second shader that comes with the download.
You put in the download height.tex and height2.tex, should i use one of them in the material ? Where?
Maybe you could just post a little screenshot of your material textures view, thx a lot
Edit
Got it to work, using tire_height.tex in the displacement slot and the "decal alpha + normal.shader"
the effect is really cool, will be useful for foot steps too I think!
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How Gta 5 traffic system was made?
in General Discussion
Posted
I would say not too complicated, but it's quite fascinating to look at a good traffic simulation, something between (not) robotic moving with no accident and fluently cars moving, each at its own velocity.
There are the rules and then the traffic goes its own way, yes great thing to create.