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Marcousik

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Posts posted by Marcousik

  1. 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:

    Quote

        if (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.

    • Thanks 1
  2. 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:

    Dissolve.lua

     

    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. 

    • Like 1
    • Thanks 1
  3. 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.

     

    • Like 1
    • Thanks 1
  4. 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.

     

    https://www.itechtics.com/change-screen-resolution/#Method_2_Change_Screen_Resolution_using_command_prompt

    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.

     

  5. 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.

    1760415149_Capturedcran(23).thumb.png.cf7305dd772a7f4aea458fffc5fec8e1.png

     

    Here is a littl bit of work in progress:

    • Like 3
  6. 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???

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