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flachdrache

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Posts posted by flachdrache

  1. Hmmm, since you are new i try to explane better.

     

    Your setup in the picture, you posted, seams to be right but it also looks like you simply clamp the textures (or one of em) - its the x, y, z value below "image : cobblestones.dds".

     

    I can tell that normalmapping is going one because of a pretty vertical seam and POM because the aliasing of depth "cant" be anti-aliased - your screenshot is showing both effects.

     

    However,

    there might still be many, many, many other reasons why it aint looking like on the sample image.

     

    PS : LW_DETAIL is used like a switch and i enabled it for/on my POM shader - just had to note the fact.

  2. Heh, ok - solved. My 3d headphone_soundcard aint having the sound issue but my old 5.1 soundcard has (yea, who would had guessed -> hardware).

    Beside getting rid of pre-rendered frames and optimisations ... disable "hardware acceleration" under the audio->system-property tab.

  3. Dont clamp the textures -

    and it needs a high precision depthmap in the diffusemap`s alpha channel (which cobblestones have).

     

    For my maps a also changed the mesh.frag[/] to allow less precision, less deep surfaces.

     

    cobblestone_pom_detail.png

     

    #ifdef LW_POMMAP
    varying vec3 eyevec;
    
    vec3 vLightTS=vec3(0.66,0.66,0.66);
    
    float depthP = .04;
    float nMinSamples = 20;
    float nMaxSamples = 30;	//might scale this back, up to 50
    #endif
    

     

    PS : the screenshot shows a added detail map with "LW_DETAIL" :)

     

    hth

  4. Hmmm, right - doesnt thought about additional blend textures etc. - actually I call my own post effects right after RenderFramework got my postbuffer.

     

    [edit]

    Guess I misunderstood - you want framework and render your effects after SetHDR(1) etc. Iam not completely hooked but lets say i believe something like this would work.

     

    global :

     
    //Global variables - 
    TBuffer postbuffer;
    TBuffer blurbuffer[2];
    TShader ppnightvision;
    TShader ppdefaultvision;
    

     

    in the main loop :

    		UpdateFramework();
    //			RenderFramework();
    		Render();
    

     

    the render() methode :

    void Render() {
    
           SetBuffer(postbuffer);
    RenderFramework();
    
    TTexture posttex1;
    posttex1 = LoadTexture("abstract::fx_screen_1.dds");
    
           // post effect 1 - Blur
    TTexture blurtex;
    
    int bw;
    int bh;
    
    for ( int i = 0; i < 2; i++ ) {
                   if (i==0) 
    		blurtex = GetColorBuffer(postbuffer, 1);
    	else 
    		blurtex = GetColorBuffer(blurbuffer[i-1]);
    
    	SetBuffer(blurbuffer[i]);
    
    	bw = BufferWidth(blurbuffer[i]);
    	bh = BufferHeight(blurbuffer[i]);
    
    	DrawImage(blurtex, 0, bh, bw, -bh);
    }
    
    SetBuffer(BackBuffer());
    
           // post effect 2 - nightvision
    if (switchScreen) 
    {
    	SetShader(ppdefaultvision);
    	BindTexture( GetColorBuffer(blurbuffer[1]), 0);
    
    	BindTexture( posttex1, 1);
    
    	TTexture tex = GetColorBuffer(postbuffer);
    	TextureFilter(tex,TEXFILTER_SMOOTH);
    	DrawImage(tex,0,TextureHeight(tex),TextureWidth(tex),-TextureHeight(tex));
    	TextureFilter(tex,TEXFILTER_PIXEL);
    
    	SetShader(NULL);
    
    } 
    else if (!switchScreen) 
    {
    	SetShader(ppnightvision);
    	BindTexture( GetColorBuffer(blurbuffer[1]), 0);
    
    	BindTexture( posttex1, 1);
    
    	TTexture tex = GetColorBuffer(postbuffer);
    	TextureFilter(tex,TEXFILTER_SMOOTH);
    	DrawImage(tex,0,TextureHeight(tex),TextureWidth(tex),-TextureHeight(tex));
    	TextureFilter(tex,TEXFILTER_PIXEL);
    
    	SetShader(NULL);
    }
    // --
    }
    

     

    Its a little fragmented ATM but should work.

    The "Post-Processing_Effects.pdf" and the "Rendering_Water.pdf" helped a lot flashing these out.

     

    hf

  5. First of i would look into the "presets" folder under PostFilters - they basicaly work like the preprocessing for mesh shaders (with added specular, glow etc.).

    The same way you could "plugIn" your effect(s) imho e.g. not tested myself but it works. :)

     

    ... lets say you use frameworks distanceFog, bloom, ssao and hdr which would be a common combination.

    In that case, framework would not load every posteffects one by one but load the preset "postfilter_distancefog_bloom_ssao_hdr.frag" instead.

    If you want to add your posteffect to this preset (since its the one youll use in framework) youll do like to add yours with something like "#define LW_BLUESHIFT".

     

    The actaull call to every single shader happens in "postfilter.frag" which in turn calls the specific shader, like a "blueshift.frag".

     

    So you have to add your changes to "postfilter.frag" (if needed) and the call to ultimately your own posteffect.

     

    Take a look into "godrays.frag" and "hdr.frag" and youll find they get called in postfilter.frag and/or the related preset.

     

    hth

  6. @omid3098

    which comp in your sig ... cant think of any reason for just 6-7 FPS in fullscreen atm.

     

    [all] last try to fix the video_playback_speed w/o bugging the main loop too much :)

    FullscreenFix_Bin - latest release.

     

    However, please try the initial released ^Link^ first.

     

    thx,

    i was a little worried about the window and fullscreen switching - the actual scene and renderer features

    i have thrown in, to make it not too boring e.g. the lag you guys experience is because of how I added the

    videotexture. :D

  7. Nope, - in the sample (not fullscreen) call up your taskMan with alt-stg-entf, find the sample`s process and just assign two cores to the app (by rightClick-assign). I assumed this is what windowsXP compatibility mode does but i might be wrong. :D

     

     

     

    [edit] any strange FPS drops with aero etc. ?

     

     

     

    Please report any other issue. :)

     

    thx

  8. Jepp, right - reflaction is upside down like the curentRender, hehehe. :D

     

    As for the video rendering ahead - ill release the source soon and we can think about a solution later.

     

    @ MrIslomaniac - your specs please ...

     

    Sorry for the noise so far. :)

     

     

     

     

    Please report any other issue.

     

    thx

  9. Please try again :P [edit] see first post for link

     

    Guess i need kind of an speedLimiter. The new exe "should" get rid of stuttering at least.

    If there is an windowsXP compatibility mode please test it. :)

     

    @ MrIslomaniac

    - fullscreen is now bound to 1280x960. The 1280x720 resolution should work too, tbh. Might be a driver issue.

     

    PS: save a currentBuffer to *.png with "ENTER".

     

    thx

  10. Hey great - so i assume non issue on win7. :)

     

    All should run smoothly, though - please delete the openAL.dll and try again (left the dll for non leadwerksSDK users).

    If it still stutters, please download following exe, rename the old exe and copy the new one in the folder.

     

    [edit] see first post for link

     

    thx

  11. Please take a look into this rolling demo and report back with your FPS + GFXcard.

     

    Turn your speakers down please

     

    Win32ClassProject.png

     

    features :

     

    -customBuffer in a window :P

    -video playback with

    -leGL drawing using

    -leadwerks framework

     

    downloads :

    Link, ca 36MB needs GeForce 9600 or HD3850 +.

    FullscreenFix_Bin - latest release.

     

    [edit]

    Controlls are : left/right arrows and mouse.

     

    [license]

    Art-assets i.p. and there copyright by them respective owners/artist.

     

    You are not allowed to dissect, copy or move any part of the provided self-extracting

    archive "Win32ClassProject_RollingDemo.exe" outside the initial installation folder.

     

    The archive/download is provided "as-is" with no additional support.

     

    By downloading/installing the program

    you declare that you understood and agree the license terms.

     

    tia, low :)

  12. Actually, its "the" madness ... right. :lol:

    http://leadwerks.com/werkspace/index.php?/topic/857-object-properties/page__p__7499__hl__classname__fromsearch__1entry7499

     

    and switching from 2.30 to 2.31 was way more pain - both are good but they differ in very little but huge changes, imho. As been said - stick with a version (2.28 was stable too iirc) and stop switching every few steps you make. :)

  13. hmmm, i just use "ffmpeg2theora-0.25.exe" since super comes with a "non-commericial" license (just for the gui) with following settings, no issues so far

     

    ffmpeg2theora-0.25.exe --noaudio trailer.ogg
    ffmpeg2theora-0.25.exe -v9 -x960 -y720 -a2 -A80 -H44100 trailer.ogg
    ffmpeg2theora-0.25.exe -x960 -y720 -A80 -H44100 HountedHill.flv
    

     

    resampling audio seams to be very expensive, so if one has to -a1 (the default) should be better. -A80 is for Kbps but calling the exe under "cmd" shows the possible switches - there is also a "sync" switch.

  14. English is essential indeed - i told that so many times before and it still seams valid for me, that youll learn faster with a medium you like e.g. watch english movies, read english comics, poetries, radio. I usually have www[dot]dict.cc open since my spelling aint good ( there is a good bunch of german boneheads over there, trying to flood the database with "verbal abuse", - but still ). Well, database - there should be a solution which simply takes the postsData, translates that in to whatever language and mirrors the original posts in that language, not perfect of course but maybe possible. However, @me is against a non-english forum, too. :blink:

  15. Its not completely testet but i would stay HD (also for audio) - since my older compressed clips are simply refusing to work.

    In Niosop´s post is some bit for "preventing spikes" which did it for one of them "samples". :P However, others are crashing because of sound or strange pixel size "width/height" like 533x387.

     

    thx for your openAL addon paramecij. :) Can we "stream" that to use Le`s audio functions ?!

  16. You need to quote that little bit of a hint. ;)

    Anyways, thats the point - if you render to a custom buffer why the call ... another thing is that you pass the video file before you init your "TheoraVideoManager" iirc. (is this correct?)

     

    Dont have the source here at work but its giving me a badPointer on "customBuffer".

  17. Hmmm, guess i had better luck with it - it only crashed once at me while the lua script couldnt find the surface i was pointing to iirc.

    I dont have it right here atm and cant test - you do used the TV model to test, right ?

     

    here is the content of my video.mat ;)

     

    blend=0
    depthmask=1
    depthtest=1
    overlay=0
    zsort=0
    cullface=1
    castshadows=1
    specular=1.00000000
    bumpscale=1.00000000
    gloss=0.500000000
    shader="abstract::mesh_diffuse.vert","abstract::mesh_video.frag"
    shadowshader="abstract::mesh_shadow.vert",""
    

     

    hth

  18. Hä, i learn for the last 20 years and iam still not rich enough to call it a day -> Relax. ;)

    I could even die tomorrow ... or later this day, dont know.

     

    Sorry that i cant be much of a help but i already gone at least twice through misgiving. :P

    Because of this i might can say that i have a sane set of expectations though. Loosing faith is one of the main issues for indieDevs imho - so, i look in that direction.

     

    Of course i too would like to have all issues sorted - that i just cant stumble over this or that milestone. I do expect that i need twice the time for my stuff as a random gameStudio would need. Simply because of engine, time, money and/or knowledge and thats just normal. For me "a indieDev" actually means to build a game beside the every day job (and there is not even a horror film about it - accept maybe the one with the rats nest in the cellar and the dude fighting the whole film and at the end he suffers severe wounds and the whole house is just smoke and ashes and the rats still survive ... ask your neighbor *eg*) which means like some hours a day work straight.

     

    I dont want to bring someone down or cause disbelief but sometimes once work has to follow once possibilities to once given time ( oh no, now he starts with the fairytales ). :unsure:

     

    Please note that my urge aint just about decisions but the way it is - damn, i do sound like a frigging priest of darkness. :blink:

     

    hf

  19. Hmmmm, since i might was somewhat not considering all sane facts while doing my statement in the "porting to xbox360" discussion (e.g. engine features V.s. timeframe) - i think the same applies here. It of course would be great to have the capabilities of unrealEd/Radiant in LE`s editor but (for me) i better like to have a physic`s editor within the modelviewer rather than a "simple" plane based worldbuilder. Simple worldbuilder means w/o curves, copy&paste&mirroring for surfaceTexture`s, decal spawning (like in the vid). For what i would use blender i already use silo & giles (i bought those programs) but blender is free (and its gameEngine does have many flaws imo). I guess what i wanted to express is > if someone comes up with a blender setup + introduction video, optimised for "leveledition" i might even download it. ;)

     

    PS: Any thoughts on this one.

    PPS : I might sound strange or even domineering sometimes - my apologise.

  20. I do have my workflow sorted, "minus" animated objects > but not much i can bring to the tabel or just throw in atm.

    However, i use all the programs i became attached to, over the years, which means iam best at unrealEd/Radiant (which are kind of "out of question") for level design and

    Silo/Zbrush3 for characters.

    If i want to draw a "dirt" decal, ill do it in zbrush and use it as "lightmap" in the second texture channel - since zBrush (or unrealEd/Radiant) might be not an option for some of us (even if i suggest to at least learn these) i suggest to take a look into the blender thing - its the best option imho.

     

    tbh i cant write it down like a game concept just yet (see my sig to get an idea of more usefull tools) but iam working on a prototype/pipeline concept atm. So, the 2.5x version of blender seams pretty stable and is very configurable - it is maybe an option to incorporate something for LE which was gMax`s tempest for quake3.

     

    [edit] What "scenefile" would be feasible ? Iam using dae and fbx as container but some of LE`s conversion tools dont like.

  21. I think the detail on the pictures you posted (both models i mean) are great. I do like the natural flow of the "boneplates" and the "skinwrinkles" - however, imo there is some imbalance in terms of in and extern bone shape (or the shape which the skeleton implies). Particularly the hands and feets, which are more lizard like (in germany we say "sausagefingers") instead of the obvious claw like dragon hands which have usually been used for "real" dragons. As of such - "usually" and "real". :)

     

    To trouble the lowpoly_cage with a restructure of boneshape might not be wise if in a late stage of retouching but i think hands and feets would also deform better (texture stretches over more vertices) with clear bending points. Looking forward to see them ingames with shaders attached.

  22. The Noncommercial icons are from freeiconsdownload - just toying around with that 3d thing, though.

     

    PS : how do i enable mirror and dynamic effects -> just pro or what?

    Edit by Me : [image_removed] ... whoops, sorry. :P

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