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Posts posted by Marcousik
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Hey @havenphillip,
May I suggest, you should put this in the workshop !
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Hi,
Maybe you ran out of memory or something similar...
Did you try to load a backup map (a few days old) to see if the images are drawn correctly?
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lol that's so good i'm not even able to imagine how this could be improved!
I think so much games even on steam doesn't offer such quality. Or maybe I don't have the hardware it requires to see them.
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Tropical jungle: I try to run out of this green, but it is almost impossible to get an orientation
FPS 30, really ok with this density.
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Hi Russel,
Maybe check this, not sure if this answers you rpoint but ok
https://steamcommunity.com/sharedfiles/filedetails/?id=699303085&searchtext=water
https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085
Out of this I managed to make this:
It applies the water classic effect to CSG boxes
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Yeah I have bought it. But you can't see the river in the editor before your game start.
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Here the spline is viewable from the editor... And it was 10 years ago...
Any tipp how to make this today? Was this made with PostEffect or what?
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Your level just looks beautiful and the idea with the canvas revealing a secret is great, you have the artist touch that is required to build great scenes with simple assets.
Please note that you can change the color of the dissolve effect by changing the last line of the fragment shader:
Quoteif (NoiseV<InvAlpha+0.025) fragData2 = vec4(1.0,0.0,0.0,materialflags/255.0); // here change color and width !!!!!!!!!!
The 1.0,0.0,0.0 is the color, so this would make a red effect instead of blue.
And InvAlpha+0.025 manages the width so change +0.025 if you need.
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I search for this, because I worked on this in the past...
And I found something for you: I wrote a similar shader that works on boxes. For sure I wanted to make something similar but not only on animated models. No importance, look here:
And here are the files:
- The shader: use this for the shadow shader too
diffuse+normal+specular+dissolve-NoAnim - Kopie.shader
- The script you have to put on the box:
Give it a try, put a box with a material, give the material the right shader here uploaded, and put the script on the box.
Look that the material has 3 diff+norm+spec textures, because the shader is based on this one.
And you have to put the path of the used material for the box in the start of the script !!
PS all crédits to shadmar.. All I did is a conversion or maybe just nothing.
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Hi Russel,
There is a super cool shader for this:
Maybe it is not for your purpose, so just check it..
If not, there is a possibility to create an alpha material and downgrade the alpha value to make the object disappear.
Don't forget to remove the shape when disappeared.
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Quote
local frame = "Materials/Resources/Startup/startup" for framenb = 1, 14 do System:Print("Looped "..framenb) frametexture = Texture:Load(frame..framenb..".tex") Wait(50) end
Yes this seems to be the problem.
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I tested it.
It will run as expected if you don't select "only includes used files"
I suppose the publishing procedure ignores the folder
"Materials/Resources/Startup/startup"
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Ok look at the function description, I think you forgot something very easy:
https://www.leadwerks.com/learn?page=API-Reference_Object_Context_DrawText
- DrawText(string text, number x, number y, number kerning=1.0)
> The x,y are what you are seeking I suppose, coordinates place on the screen.
Btw, nice graphic style you are creating ?
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idk if you can use frames for this, i'm not sure. But you could try using a timer by testing (for example:)
if Time:GetCurrent() - self.FirstAnimStarted > 2000 then -- <start second animation>
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Hello Russel
This is pretty simple: Leave a transparent place in your texture where the text should be written. Draw the texture in blend mode.
Then write the text with Context:DrawText() after declaring a Font:Load() varaible. So you can write and change your text as you want.
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I have weird issues with ingame screensize options as soon as I put my windows resolution on 2715 x 1527 (2.00x)
Everythig works allright with windows set at 1980x1080
Look at those crazy values maybe this could help solve this:
Seems that the bug (or a part of it) runs out of System:GetGraphicsMode() when windows uses "super" resolutions.
That could be a work around:
You Look at the second method, I tested it and it really runs ok.
so you could in theory switch with this tool the windows resolution before your game start to a common resolution like 1600x1024, then let the user plays with the Leadwerks options ( that should run ok)
At the end the tool should be return the gamer's windows resoluiton to the origine one.
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Try SetElevation() and decals ?
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Yes this a classic problem of 3rd view animations.
Now look at that ^^
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Yes I think so. I just want to test it a few more and then I will make a demo map if everything runs ok that i will upload as tutorial on how to use etc...
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Hello,
This shows the result of how a script is calculating and casting a road under different terrain conditions, various hills and various slopes, and a few exagerations.
The script is not casting a spline; it lets the road follow the terrain, as a group of workers would do if they had to build a road: They would not cut all hills to pass the road through, but let the road follow the hills and they would look that the road keeps straight in its large part. That's exactly what I wanted the tool to do.
If you want the road to be easy drivable and calm, just use the smooth terrain tool on the different place where the road should go; The road will just follow the terrain mouvement.
I can tell the roads are cast very quickly only using the start() function - only a few seconds for tons of road segments.
Such a road as in the video drops a little bit the FPS because it is made of 100 of little models generated, placed, textured and shaped, with max view range.
The performances for this is still very acceptable, after a few corrections done on the models size and tables incrementations variables. There is always the possibility to simply reduce the view range of the models to win more FPS.
At the end I can say it was very fun and challenging to make this tool, and I 'm really happy because it now works as I expected it should.
Here is a view from the editor:
It is very simpe, just tell the sccript where you want the road to go through. It is not even necessery to place the markers on the terrain.
The road will start from "StartRoad" and go to "EndRoad", building a curve that will approach the "Curve" point.
Here is a littl bit of work in progress:
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Whatever, such flashing trailer are wonderful as marketting publicity. No importance if used or not, it lets us dream.
What about LE5 ? Do you think about starting an add campaign?
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Maybe you have to call GoToPoint() from pathPoint to pathPoint ?
I can imagine this would limit the "drunk" effect, maybe check the distance from player to the next path point and reduce the moving speed if coming near to it.
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32 minutes ago, JMichaelK said:
Send your information one way from the CPU to the shaders.
Äh thx Josh but I'm novice at this, can you explain what exactly you mean?
Actually I require informations from the shader to the script to determine the water level of the waves or am I wrong?
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To come back to the titel question, "How can I get the area where two objects intersect?"
Does anybody knows anything about communication between shader and script variables?
For example: the water level is now moving because the waves; until now I checked in script the position.y of the player to determine if we nead to hear a splash sound as foot step instead of the common footstep sound. But now seems difficult because the water is not constant anymore. Any idea on this???
What are you working on :
in Showcase
Posted
Still seeking the best experience possible with car driving to make an offroad game ^^
This should be what the player gets for a full upgraded speed car:
Made with enabled joints and using springs.