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Posts posted by psychoanima
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They also don't like new refraction shader and haze from 4.2
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Too many ppl are focusing on fps games when comes to Leadwerks, so I've decided to start learning LUA by making sidescroller controler
https://1drv.ms/v/s!AtMv1SrHrjT3wDkhNqEhnEcplzsD
It's just a start, for now the script is forcing the model to stay "in line", camera to follow, and to react on A, D keys for the movement. A lot of things waits to be added, this is so much fun
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Need to have colored shadows or be able to have something other than just dark shadows. Ruins the effect without it. The only other option is to not have shadows at all then it leaves you with a floating object that doesn't seem part of the scene.
You mean something like caustic effect?
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try this:
shadow+animation+alphamask.zip
I dont have anything to try it on myself, but its essentially it is just the missing alphamask code put into the animation shader so it should work...
Works like a charm! Thank you very much!
Strange why this type of shadow shader is not included in LE by default.
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For hair texture that has alpha, if I use a shadow shader: Shadow + Alphamask I am getting strange artifacts during animation. If I use Shadow + Animation, the hair is projecting sqare shadows (no alpha) on character. I guess that I need something like shadow+alphamask+animation shader?
Here's the video: https://1drv.ms/v/s!AtMv1SrHrjT3wDZQv4OC-dAHJBen
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Copy the statue.fbx file to LeadWerks, then copy everything from the directory statue.fbm to the directory the statue.mdl is in. It will automatically add the textures to the material file. Also if you open the normals texture in the texture editor you have to select "Normal map." LeadWerks only imports it as a normal map if you have _dot3 in the filename, like "statue_bump_dot3.png." If your icons are still black after that just open them and click save.
I hope Josh changes the import to search for a "model.fbm" directory for the material editor to pull the textures from.
Hi, thanks for advice. So yeah, I have to copy textures from fbm subfolder and to paste it in the same folder where the model is. Is that a bug? Cuz, it's quite redundant to me.
For normal maps, I have to flip Normal X and Normal Y, don't know why...
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When I am importing .fbx model in LE console is going like this:
Loading material
Loading texture
Failed to load texture
Deleting material
In Assets, I have geometry with black material assigned and textures in fbm subdirectory.
Then I have to manually link textures to black material. When I do that, some things might look inverse - normal map for example. When I open geometry in model editor normals are fine.
Can someone guess why I have manually to link textures with material and why normal maps are inversed?
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Looks like you're right:
https://msdn.microsoft.com/en-us/windows/uwp/xbox-apps/index
However, they use the DirectX graphics API which is not worth supporting for a niche platform. We're moving to Vulkan in the future, and Microsoft doesn't appear to be supporting that either. Maybe in time they will see the light.
But before Vulkan, as you stated, we are expecting these :
Leadwerks GUI
Built-in offline help with videos
New game templates
Achieve 80% approval rating on Steam
Is there any timetable for them?
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AFAIK you cannot publish to Xbox One without a developer license.
For UWP (win phone, windows os, xbox) you need only standard ms dev license.
UWP and XB1 do not support OpenGL or Vulkan.
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UWP supports Xbox One, it would be great to have that opportunity with LE.
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Is this going to be publicly available when you finish final tweaking?
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It would be great to have this inside Leadwerks! That could solve missing cutscene feature.
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Awesome, thank you!
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If the object is inside Environment probe area, is there an option to turn off that probe fx for that particular object?
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Can't explain myself anymore, last examples:
http://docs.cryengine.com/display/SDKDOC2/Light+Boxes+and+Light+Shapes
If no one sees the benefit of this, I am fine with that - moving on
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I think as well that this can be only possible with ambient type of light. Unrealistic or realistic, games are made of that
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Sorry, I saw the S2 video and thought that's what you were getting at. Correct me if I'm wrong here (which I might very well be since I'm not an expert in shadow techniques), but there isn't a way to prematurely discard fragments like that because you won't know where the fragment is until after rasterization, which is far down the pipeline (for either shadow maps or shadow volumes). You still run through pretty much the same rendering pipeline with shadow maps as you do with rendering everything else, so there's not much you're going to be saving. You could possibly save some fragment calculations, but even that's not guaranteed because fragments are computed in warps (Nvidia) or wavefronts (AMD).
Baking would be a cool feature, but that's an entirely different process. The environmental probe area suggestion seems interesting.
This conversation is going in an interesting direction, that we may find a solution (at least theoretical)!
First we create the light. After that we create insulation.
Let's say hypothetically that the insulator is looking like an environment probe in the viewport (wireframed box). Where the box/insulator is located in the scene - that area is where light has effect, everything outside is out of calculation for that light. Same is with environment probe, what's outside the wireframe box is not calculated. Then to have a feature to add points/vertices to that wireframe box/insulator so we can reshape it. And as a final option to have dropoff settings to smooth the corners/edges
What do you (and the others) think?
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Why can't you just parent a plane to a spotlight? It would give the same effect unless they are doing something special that I don't know about.
Please check above video demonstration of Havok engine and light clipping featiure. Parenting a plane to a spotlight won't save time or memory in shadow calculation, full light casting is still out there(behind the camera, behind the polygonal object) If I have option to reshape spotlight it self (from cone to some unconventional shape) that will make bit more sense but still it will be difficult to make "fake shadows" (because light is projecting on the objects). And this light doesn't have to be dynamic at all, on contrary, it's excellent for tweak and bake procedure: for example, reshaping and baking shadows on the huge building or in the corridor for more dramatic/cinematic look.
Remember how environment probes are working? Now Imagine that you can reshape that box into some more complex geometrical shape so you can modify where reflection will ocur in the scene
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I like environment probes to be honest, with other solutions you have to input Environment map as a texture, probes in LE are generating environment map automatically and from what's inside the scene. That's for indoor scenario, for outdoor I don't know how things are working with LE probes if I want to have the sky as environment map.
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One more thing, is this possible in LE? This is an example of bitmap masking
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I don't get it. You want to manually build shadow volumes when they are done automatically right now?
It's like asking why do you want to use masks in photoshop. I tought that idea is clear with this feature, you are masking the light where you don't need it, without adding geometry in front of the light source that is acting as a light blocker. In video industry they are using physical cardboards to shape the light, in digital word we are using masking methods with polylines, beziers, projected bitmaps etc. I know that this is possible with volumetric lights with geometry in front of that source, but this is cheaper to calculate and it's usable for static shadows.
How to solve this problem in Leadwerks: I want to project a shadow vignette on the wall/ground that has the shape of some object that is not physically in the scene (or it's present in the scene but I want to avoid extra light calculations). Like in the video example above.
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I saw this option in old Havok Vision engine and it's really useful:
(demonstration of this feature starts at 1:10 - 1:20)
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p_pos = player:GetPosition(true)
if math.abs(p_pos.z-Zpos)>0.01 then player:SetPosition(p_pos.x,p_pos.y,Zpos) end
Thanks!
That solved my problem!
However, because my camera is attached to the character, during rotation camera shakes.
I solve that like this:
function Script:Start()
self.camera = Camera:Create()
self.cameraZ = self.camera:GetPosition().z
self:UpdateCamera()
end
function Script:UpdateCamera()
self.camera:SetRotation(35,0,0)
self.camera:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y, self.cameraZ )
self.camera:Move(0,0,-120)
end
I don't know if there is easier or more clean way to do this, but it works.
Light linking?
in General Discussion
Posted
Is it possible to choose which light is going to affect particular object in the scene? If I have 5 lights for example, to make only 2 lights to affect the character and other lights to be applied to the rest in the scene?