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Marcousik

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Everything posted by Marcousik

  1. Ideas: - Using SetFriction() ? https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetFriction - Make the head have a bigger Mass() - Reduce the rotation velocity like: self.Head:SetOmega(self.Head:GetOmega()/2)
  2. Marcousik

    Astrocuco

    May I suggest you can add some sort of posteffect red flickering signals on the screen on the edge maybe while the player lacks oxygen - before it dies
  3. Yes I did build such a mesh but the triangles are not bound each other and it results a hole. You can't think - as I did - that the mesh will react like a terrain forming, with each segment moving the next with itself, going up and down as you expect., building a beautiful hill. No. Mesh is composed of lots of triangle but moving one vertex open a window in the mesh, - so practically you will have to calculate with this method the interpolated positions of all neighbor vertex to simulate properly a beautiful wave. If not your mesh will only looks messy
  4. Yes size and shape can be changed as you want, but smaller, it will require to change the appearing rhythm or it will look a way less uniform (as mud should!) Please keep really cool.. nobody would never complain for becoming help, or whatever, and those things are really difficult, that must stay 100% hobby.
  5. So well I tried a lot things with vertex but it comes to no satisfying result because the vertex are not bound - so moving down a vertex positoin just made a hole in the mesh Then I tried moving csgs around the tires, with collision detection and I think - as I'm sure not going to make a snowrunner 2 (^^) - well it should be enough for my little game, until maybe Havenphillip finds something better with shadering... Here is the result of this: TEMP 2022-01-19 12-53-14.mp4
  6. I'm afraid "games" will not more be really games but goods big companies are intended to sell with high graphics next gen's and NFT's and ingame shops with tons of skins and and and. All of that could be bugs in the future leaving an empty place between indies (good ideas, no money) and the AAA big games industry (much money but no ideas) Games as a piece of construction that is build from developpers to give fun with love for details and trying to give the best gameplay they ever made, well that I'm afraid will become a rarity.
  7. @Yue yeah they had this mud wonder simulation yet in games earlier than snowrunner. @havenphillip ok, please follow this steps, I added quickly the feature tire tracks to an old jeep script: 1) Open the workshop in engine and look at the jeep and please install it in a project 2) Replace the script on the jeep with this one: In the same folder .../scripts/objects/vehicules BuildCar46.lua 3) Add this Material in the decals assets: decals.zip 4) Start the map, drive the car, you need a FPSPlayer Leadwerks PLayer character. Okay the car script is olddated, but the car should be drivable enough to get the tire tracks on the ground lol You should get this: You can find the tire tracks script in the UpdateWolrd function of the car script (uploaded above.) Please tell if problems thx.
  8. The whole script would be in this case the entire car script, means including a lot of non usable things for that. The decal are always staying there where you position them.. There just gone erased with a scripted time factor and you place new ones on the terrain each few seconds. So the question is for me: Could you work on a decal set on the terrain or model? Like that: - I have to say I tried to create a whole effect using normals... But it is nonsense, I mean, I didn't get anything usable
  9. I don't understand what kind of script you need with the decals? I just use a script to put the decals - assigned with a tire track material - on the ground or terrain and align each decals to the spline the car takes in its movement, I don't have anything else as script. My idea about the "veggies moving shader" trails mud is that especially mud does not stay long on its form after a tire has been going through so it could take its original form back after the tire went through, at a speed depending on the tire speed? I don't know if it would work.. That's my problem with decals, they can give a great illusion of mud spread on a car but how do you want to give it the movements of mud waving slowly and going back down..? There is a last option they could have used in the video..maybe it is possible to create a surface with mud material and move it, as you want using the vertex coordinates. With this method it was easy to recreate little waves like water could do, so it could be possible to move a surface as mud would do?
  10. Yeah that's crazy, sure. I will try more experiments with decals but I don't expect to reach anything with movements like this mud (video) is moving under the force of the tires. I thought about using csgs too or adding sprites but still nothing really great. You did that veggies moving shader by going through, maybe it could generate such an illlusion, moving texture slowly apart, as mud has another physics.. I don't know just some confuse ideas.. Here I found others examples, with less buffers I don't know maybe could inspire https://www.shadertoy.com/view/4sKSzR https://www.shadertoy.com/view/4sXfDX
  11. @havenphillipMaybe something like this.. It is not soo far away from mud, if you replace the smoke with mud-ground texture and make everything slower: https://www.shadertoy.com/view/WlVyRV
  12. @Eric Matyas OK thx @Thirsty Panther Yes that's nice, maybe too short but nice. Where did you find it? Author? Copyright? Download?
  13. Hi Eric, May I ask you something you could recommend for my game? I'm looking for an ambiant music little bit bluesi for long offroad trips - like people did in the 70s trip in the desert, peaceful and seeking for a truth. Maybe you think about something. Thx!
  14. Hello Debuting 2022 with a very first try of a level design for my offroad game project I try to construct with Leadwerks 4.6 The map needs a lot more improvements. There are a few bugs (like swimming) and some collisions problems, but this how it could look like, with the challenge for the player to find his way through the world - like a puzzle driving game - without getting stucked (like me in this showcase) or have your car destroyed. So I will add an health system, but that should be easy to make. I want to add mud and water effects (visual and physics) The story will be something about to re-construct an abandonned world. Have fun and thx for watching. Thx for modelling: "GAZ-66 Offroad Truck" (https://skfb.ly/6x8Ru) by Yo.Ri is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
  15. Yes a pretty cool intro, sure, but there was nothing about the gameplay. Yeah ok - even if this video "only" shows that you as player can walk and talk. You announced about survival and shooter and stealth-action, maybe you want to show little bit more about those features - please don't misunderstand: I'm not complaining, only giving you my advice, you're free to ignore this if you mean. thx.
  16. Do you have a little gameplay showcase about what can expect the player? Or will you add this? Maybe it is difficult to buy blind...
  17. 1) You can create a shape as you want, if it is not too complex: https://www.leadwerks.com/learn?page=API-Reference_Object_Asset_Shape_Box 2) You can think about another solution: deplacing the mesh. https://www.leadwerks.com/learn?page=API-Reference_Object_Surface_SetVertexPosition 3) here there is a tutorial on how to create your own shape, creating your own .phy if I can could good remember
  18. This an entry for a new completed feature: Wheels can leave a trace on the ground using decals. Here is a bit code on how to make that work. Here is how it returns ingame: Edit 19.01.2022 First visual mud effect: TEMP 2022-01-19 12-53-14.mp4 Enjoy!
  19. Marcousik

    glTF Export

    Does that mean I can build a level out of for example 50 csgs and save the entire complex level in one glTF model ? If yes will this collapse the meshes?
  20. How? I'm used to design a level directly in the editor, as it is comfortable to adjust things, depends on how you develop the game. I think you can export the mesh as .obj, but than good bye all the texturing
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