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flachdrache

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Everything posted by flachdrache

  1. Loosing time, so i pushed my attempt down the todo list. This one got me inspired though ""http://www-evasion.imag.fr/Membres/Eric.Bruneton/"".
  2. I use a helmet HUD which`s background is part of the nightvision/normalvision in its postprocess.frag. So i can colorise and fade or even fade it to zero. alphaHUD With that i guess ill use 3d models representing a compass, current weapon etc. - not sure about reflections on the visor because 1. dont want to obscure the players view too much 2. would better use a "complete" 3d model for such attempt and shake this model if the player got hit (atm i can shake the view within its postprocess shader). Some issues i do have with my hud is like, should i go for a more cinematic look (minimal hud - fade it in on key press, enemy arrival) or the always present "simulation" kind of HUD iam using atm - the more quiet (search and destroy) moments do require the later but would look/feel plain awful in bright sunlight. Another thing imho is that some huds are kind of overused - you know the kind of star track outlines HUD thing in light blue/green/orange. Maybe because it looks good.
  3. There are different concepts we could use with leadwerks, leveldesign wise i mean. First of intersecting geometry and "side-by-side" e.g. lego/prefab. Since there are different effects like SSAO, POM, etc. which makes the geometry "pop" out towards the viewer, one or the other way might be better. Plus - pom/parallax does need special care in terms of building structure. Second, static prop building(s) like garage, boathouse, bunker etc. - small buildings the player can go to, pick up stuff, doing mission and can be placed well in whatever terrain (desert, snowland, swamp etc.). For the "lego" approach keep in mind that one has to use real "values" like 13,1m (its metric) not 13,145m, because "snap to grid" is easier to handle and faster to use (imho) - i guess one can simply test with the evaluation kit of leadwerks. (i dont know tbh) We (at least me/myself and I) would need the .obj source, or better a simplified version of the structure - for building proper physics response meshes. (not a must though) info/inspiration : ATIs ToyShopDemo / velvet assassin / dark sector (do a "image" search) readme/links : ""http://www.global-illusions.com/"" ""http://www.3dtotal.com/"" Dont get disillusioned by viewing those art - there started somewhere too. Dont forget to (always) check licenses - so stuff can be used freely. PS: dont you just hate it if all your online-resources are down/away/suspended. hth - tried to keep it short
  4. tbh all i hear and read is about photorealism, high level AI and crysis - nothing of this means something to me, in fact the crysis fanbois need to shut up or at least come up with a proper solution for atmospheric scattering ... for a start. Actually the constant whining about photorealism annoys me - go on and mod that engine, i know you have the power ... you can do it. I guess i simply call these crysis lovers "blinkys" from now on. back to topic : I too need a nice oceanplane, by using the tag::texture commands it is working quit nice and "out of the box" -> see the refraction_tutorial with the reference to the LUA refraction sample. imho the vtf ocean doesnt looks that good + it simply looks broken on ATI cards since those prefer R2VB (it was notet that "all" HD version do use vtf but my HD3850 cant do). However, the old ocean doesnt has reflection/refraction effects iirc so i would start by changing the watershader and add the specular waves but if you have access to a lib like Aquatica - using this would definitive the better road to go. hth PS : i dont "disrespect" fanbois in general, its just part of being a great game - constant whining is not. Most people know what i think about photorealism ... beside, its damn expensive.
  5. Iam not aware of public realeased clipmap shaders. Not that iam aware of - however i work on FPS with the buildIn terrain entity and solve my issues if they appear. So thats a tough question. You could browse through the LE engine features (the public files), the wiki and the old forum (be aware of that at least the old forum is quit outdated e.g. holds questions long time solved) ""http://www.leadwerks.com/engine_materials.html"" ""http://www.leadwerks.com/wiki/index.php?title=Main_Page"" ""http://www.leadwerks.com/forum/"" --> old hth
  6. Treadmill constructed like a compass - the camera/player is flying over a single tile and if the next tile should appear you clone and move the same tilable terraintile depending on tilesize and cameraposition imo. However, spherical clipmaps would be the nices solution.
  7. Hi 1. I didnt tested it myself (guessing) but LE supports levelofdetail (LOD models) - if the lower lods are tiling as well no seams should appear but there would be no stitching going on like in "real" lod terrain. So i would expect "sparclies" - like tiny white dots appear where surfacepoints dont align up perfectly. 2. If the tiles are equal in size (like in 1. - terrain tiles) and no strange size like 128m 13.21cm is used, copy and past or cloning works at runtime (in the editor) but for infinity terrain you would like to do that in the code depending on camera world position imho. 3. Another point i didnt worked out myself but tried with my XNA project. However i couldnt get the vertex texture fetch (vtf) doing it right - mountains where bending/skewing in all different directions but if one can write such a shader like for spherical clipmaps i dont see a reason why it shouldnt work - using imposters for distant clouds and planets, maybe instanced models for the rings of saturn etc. a "galaxy quest" might even be possible. Dont know for the gforce tough, we use 9,2 for gravity iirc but it can be set with "SetWorldGravity" it might be possible to set the value based on volume contents or normal but thats beyond my focus for the time being - other certainly know more about physics in LE. hth [edit] : ""http://en.wikipedia.org/wiki/G-force"" PS : cloning and tiling always works tbh. but aligning them up might be challenging
  8. Naaaa, for a change e.g. just allow me the most minimal time for stuff like GLSL atm. more fun, added aocmap [edit] - i must stop deleting my temp fodlers :roll
  9. Uhhh, thanks a bunch people - got my frames back (60fps inEditor, 117fps inGame) ... Jippy.
  10. Hi, i "wrote" some glass shader and it should be usable in the sandboxEd too. It is based on the "Refraction in the Editor" addon from the refraction tutorialHere. the lua script - effect_glass.lua require("scripts/class") local class=CreateClass(...) function class:InitDialog(grid) self.super:InitDialog(grid) group1 = grid:AddGroup("Model") group1:AddProperty("model", PROPERTY_FILE, "GMF Files (*.gmf):gmf", "Model File", "Model Files") group1:Expand(1) end function class:CreateObject(model) local object=self.super:CreateObject(model) object.model = model --Use the invisible material so the model is not visible, but can still be picked object.model:Paint(LoadMaterial("abstract::invisible.mat"),1) function object:Render() if fw~=nil then --Switch to the transparency world SetWorld(fw.transparency.world) --Create a sphere mesh parented to the model and scale it self.mesh=CreateSphere(16, object.model) self.mesh:SetScalef(4,4,4) self.mesh:Hide() --Load the refraction material local mat=LoadMaterial("abstract::glass_refraction_glass.mat") --Get the material shader and set the refraction strength uniform local shader=GetMaterialShader(mat) SetShaderFloat(shader,"refractionstrength",0.05) if self.useModel ~= nil then object.useModel:Paint(mat) object.useModel:Show() else self.mesh:Paint(mat) self.mesh:Show() end --Switch back to the main world SetWorld(fw.main.world) end end -- performance ?! function object:Update() if fw~=nil then if self.useModel ~= nil then self.useModel:SetPosition(object.model:GetPosition(1)) end end end function object:SetKey(key,value) if key=="model" then -- load the model into this world ?! if fw~=nil then SetWorld(fw.transparency.world) self.useModel = LoadMesh("abstract::"..value ) self.useModel:Hide() --if self.useModel ~= nil then -- self.useModel:SetPosition(object.model:GetPosition(1)) --end SetWorld(fw.main.world) end -- else return self.super:SetKey(key,value) end return 1 end function object:Free(model) if self.useModel ~= nil then self.useModel:Free() self.useModel=nil end self.super:Free() --Notify("Inside free") end end the material file color=1,1,1,0.85 texture0="tag::rendercolor" texture1="abstract::glass2dot3.dds" texture2="abstract::glass2.dds" texture3="tag::renderdepth" texture4="abstact::depthColor.dds" //bumpmap_refraction //texture0="abstract::glass2.dds" //texture1="abstract::glass2dot3.dds" //texture2="tag::rendercolor" //texture3="tag::renderdepth" shader="abstract::refraction.vert","abstract::refraction2.frag" //cullface=0 zsort=1 depthmask=0 the "refraction2".frag #define amplitude 0.1 uniform sampler2D texture0; //tag::rendercolor uniform sampler2D texture1; //localmap uniform sampler2D texture2; //diffusemap or aoc uniform sampler2D texture3; //tag::renderdepth uniform sampler2D texture4; //gradient //lowdragon - next 3 added uniform vec2 buffersize; uniform vec2 camerarange; uniform float thickness=0.5; uniform float AppTime; varying vec3 T,B,N; varying vec4 projectSpace; varying vec2 texcoord; varying vec4 ModelVertex; float DepthToZPosition(in float depth) { return camerarange.x / (camerarange.y - depth * (camerarange.y - camerarange.x)) * camerarange.y; } void main(){ //vec3 normal; //vec4 bumpcolor; vec4 bumpcolor = texture2D(texture1,vec2(texcoord.x*4.0,texcoord.y*4.0 + AppTime / 10000.0)); bumpcolor = (bumpcolor+texture2D(texture1,vec2(texcoord.x*4.0+0.5,texcoord.y*4.0 + AppTime / 20000.0)) )/2.0; vec3 normal = normalize(bumpcolor.xyz - 0.5); normal = T * normal.x + B * normal.y + N * normal.z; normal = cross(normal,N); // dragon - reAdded color2 for AmbientOcclusionMap & // Depth alpha ( adapted from "Mix in green color for shallow water" from ocean.frag) float depthfade=1.0; vec2 screencoord = vec2( gl_FragCoord.x/buffersize.x, gl_FragCoord.y/buffersize.y ); float depth = texture2D( texture3, screencoord ).x; float linearbackgrounddepth = DepthToZPosition( depth ); float lineardepth = DepthToZPosition( gl_FragCoord.z ); depthfade = -(lineardepth-linearbackgrounddepth+100.0)/20.0; depthfade = abs(depthfade); vec4 gradient = texture2D(texture4, vec2(depthfade) ); // -- vec4 color = texture2DProj(texture0, projectSpace + amplitude * vec4(normal.x,normal.y,normal.z,0.0) ) * gl_Color + gradient; //oh the frames ... //color *= texture2D(texture2,vec2(texcoord.x*4.0+0.5,texcoord.y*4.0 + AppTime / 20000.0) ); gl_FragColor=color*vec4(0.35,0.65,0.45,1); gl_FragColor.a=gl_Color.a; } However, its horrible slow in the editor. Ps : I might should use a 1D texture but makeDDS does snatch its image (1x256px). My lua script has a bug with getPosition on useModel (global?!). http://www.devmex.com/twmp/texture1Depth.png Suggestion & bugfixes welcome.
  11. File Name: DirtyRottenSet_dirtyrotten_main.zip File Submitter: JTimm File Submitted: 14 Feb 2010 File Category: Models Triangles: lowpoly LOD Versions: No License: Copyright © 2010 JuergenTimm This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Free for use with Leadwerks Engine - commercial or not. contact: dragonic[@]Gmx.net mesh & textures by JuergenTimm aka TLD DirtyRottenSet - A straight copy of my prototype models for use in the LE 2.3 sandbox. ... see my other downloads for more from this set. Which is : DirtyRottenSet_dirtyrotten_detail.7z DirtyRottenSet_dirtyrotten_detail_web.7z DirtyRottenSet_dirtyrotten_door.7z DirtyRottenSet_dirtyrotten_light.7z DirtyRottenSet_dirtyrotten_main.7z The climate is swamp/jungle or other environments with a high air moisture. I had these for ages on my HDD and its a very lowpoly set but because its pretty complete i converted it to the leadwerks gmf. I might release the obj. source later since i couldnt take the time to clean them up by now. PS: a basic lua is included and a detail shader for the glossy, rotten look - if you want to use the same materials, i suggest to copy the "mesh_diffuse_bumpmap_specular_detail.frag" to your shaders/mesh folder. File archive is 7zip. Rename the file back to *.7z ( e.g. *.zip -> *.7z) Click here to download this file
  12. File Name: DirtyRottenSet_dirtyrotten_light.zip File Submitter: JTimm File Submitted: 14 Feb 2010 File Category: Models Triangles: middpoly LOD Versions: No License: Copyright © 2010 JuergenTimm This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Free for use with Leadwerks Engine - commercial or not. contact: dragonic[@]Gmx.net mesh & textures by JuergenTimm aka TLD DirtyRottenSet - A straight copy of my prototype models for use in the LE 2.3 sandbox. ... see my other downloads for more from this set. Which is : DirtyRottenSet_dirtyrotten_detail.7z DirtyRottenSet_dirtyrotten_detail_web.7z DirtyRottenSet_dirtyrotten_door.7z DirtyRottenSet_dirtyrotten_light.7z DirtyRottenSet_dirtyrotten_main.7z The climate is swamp/jungle or other environments with a high air moisture. I had these for ages on my HDD and its a very lowpoly set but because its pretty complete i converted it to the leadwerks gmf. I might release the obj. source later since i couldnt take the time to clean them up by now. PS: a basic lua is included and a detail shader for the glossy, rotten look - if you want to use the same materials, i suggest to copy the "mesh_diffuse_bumpmap_specular_detail.frag" to your shaders/mesh folder. File archive is 7zip. Rename the file back to *.7z ( e.g. *.zip -> *.7z) Click here to download this file
  13. File Name: DirtyRottenSet_dirtyrotten_door.zip File Submitter: JTimm File Submitted: 14 Feb 2010 File Category: Models Triangles: lowpoly LOD Versions: No License: Copyright © 2010 JuergenTimm This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Free for use with Leadwerks Engine - commercial or not. contact: dragonic[@]Gmx.net mesh & textures by JuergenTimm aka TLD DirtyRottenSet - A straight copy of my prototype models for use in the LE 2.3 sandbox. ... see my other downloads for more from this set. Which is : DirtyRottenSet_dirtyrotten_detail.7z DirtyRottenSet_dirtyrotten_detail_web.7z DirtyRottenSet_dirtyrotten_door.7z DirtyRottenSet_dirtyrotten_light.7z DirtyRottenSet_dirtyrotten_main.7z The climate is swamp/jungle or other environments with a high air moisture. I had these for ages on my HDD and its a very lowpoly set but because its pretty complete i converted it to the leadwerks gmf. I might release the obj. source later since i couldnt take the time to clean them up by now. PS: a basic lua is included and a detail shader for the glossy, rotten look - if you want to use the same materials, i suggest to copy the "mesh_diffuse_bumpmap_specular_detail.frag" to your shaders/mesh folder. File archive is 7zip. Rename the file back to *.7z ( e.g. *.zip -> *.7z) Click here to download this file
  14. File Name: DirtyRottenSet_dirtyrotten_detail_web.zip File Submitter: JTimm File Submitted: 14 Feb 2010 File Category: Models Triangles: lowpoly LOD Versions: No License: Copyright © 2010 JuergenTimm This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Free for use with Leadwerks Engine - commercial or not. contact: dragonic[@]Gmx.net mesh & textures by JuergenTimm aka TLD DirtyRottenSet - A straight copy of my prototype models for use in the LE 2.3 sandbox. ... see my other downloads for more from this set. Which is : DirtyRottenSet_dirtyrotten_detail.7z DirtyRottenSet_dirtyrotten_detail_web.7z DirtyRottenSet_dirtyrotten_door.7z DirtyRottenSet_dirtyrotten_light.7z DirtyRottenSet_dirtyrotten_main.7z The climate is swamp/jungle or other environments with a high air moisture. I had these for ages on my HDD and its a very lowpoly set but because its pretty complete i converted it to the leadwerks gmf. I might release the obj. source later since i couldnt take the time to clean them up by now. PS: a basic lua is included and a detail shader for the glossy, rotten look - if you want to use the same materials, i suggest to copy the "mesh_diffuse_bumpmap_specular_detail.frag" to your shaders/mesh folder. File archive is 7zip. Rename the file back to *.7z ( e.g. *.zip -> *.7z) Click here to download this file
  15. File Name: DirtyRottenSet_dirtyrotten_detail.zip File Submitter: JTimm File Submitted: 14 Feb 2010 File Category: Models Triangles: lowpoly LOD Versions: No License: Copyright © 2010 JuergenTimm This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Free for use with Leadwerks Engine - commercial or not. contact: dragonic[@]Gmx.net mesh & textures by JuergenTimm aka TLD DirtyRottenSet - A straight copy of my prototype models for use in the LE 2.3 sandbox. ... see my other downloads for more from this set. Which is : DirtyRottenSet_dirtyrotten_detail.7z DirtyRottenSet_dirtyrotten_detail_web.7z DirtyRottenSet_dirtyrotten_door.7z DirtyRottenSet_dirtyrotten_light.7z DirtyRottenSet_dirtyrotten_main.7z The climate is swamp/jungle or other environments with a high air moisture. I had these for ages on my HDD and its a very lowpoly set but because its pretty complete i converted it to the leadwerks gmf. I might release the obj. source later since i couldnt take the time to clean them up by now. PS: a basic lua is included and a detail shader for the glossy, rotten look - if you want to use the same materials, i suggest to copy the "mesh_diffuse_bumpmap_specular_detail.frag" to your shaders/mesh folder. File archive is 7zip. Rename the file back to *.7z ( e.g. *.zip -> *.7z) Click here to download this file
  16. ?? i dont see much wrongness - since the make-up seams to be a little misplaced in your render too. In fact i think it looks quit nice for just a diffusemap. If the model does has holes, i would suggest to try only one pointlight and add cullface=0 to your matfile - if this helps with your shadowing issue, close all holes the model might have. Wild guessing ahead. PS: Oh, and reweld vertices after triangulation (smoothgroups etc.).
  17. Your work sample is very appreciated chris, if i had the time i would prefer a navmesh with a solid wayfinding also. However, my "prototype" will just use terrain and didnt even uses obstacle avoidance because of the little time i can put into it. Well, cannon fodder. Iam looking forward to this project.
  18. I "updated" the actors Lua to LE2.3, if it helps i could make a testmap and post a zip.
  19. If a gamedemo is coming out for LE (soon?), than it might be wise to wait to archive some sort of quality consistence. Community has the power - no need for competition imho, it is already hard enough to compete in terms of visual quality. PS: tbh, i never played tremulous just knowing the gamemode PPS : i try to compete with 6 year old games - hyper-realism not just takes the skills but also needs resources - like good photo textures, which costs extra-extra €.
  20. Hi there, here`s a game and i would like to hear your opinions ... [[http://store.steampowered.com/app/32410/]] I know the game but i didnt had the chance to play through it yet. So, i would like to know if the main character speaks and i know its not a horrorshow but i would also like to know if its still heavy stuff (e.g. hard to grasp). tia
  21. Stop kidding me already, will you - i work on a "tower defense" e.g. MakeItToMorning minigame atm. - since its the logical first step in terms of FPS games OR a online-FPS deathmatch game imo.Plus, a sci-fi version is online for years -> www.tremulous.net/. The bummer for me atm is the lowpoly conversion, the UVW horror ( solved - if i can use xnormal ) and game logic/mechanic. However, iam sure not to use turrets but maybe glowsticks, laser fences and the stinky stuff which attracts my monsters. Iam just not going public right now.
  22. Its also available online -> nvidia.
  23. C and Lua, very little c++/C# since i dont have the head for this atm.
  24. Ive snatched that bit of code and works pretty well - if object.hasAnimations == true then -- character needs animation defined ... or else if object.move == 0 and object.currentanimation == AnimationIdle then self:StartAnimations("idle") self:EndAnimations("idle") end if object.move == 1 and object.currentanimation == AnimationJump and object.controller:IsAirborne() == 0 then self:StartAnimations("jump") self:EndAnimations("jump") end if object.move == 1 and object.currentanimation == AnimationWalk then self:StartAnimations("walk") self:EndAnimations("walk") end if object.move == 1 and object.currentanimation == AnimationRun then self:StartAnimations("run") self:EndAnimations("run") end end My version is kind of horrid, though.
  25. How ended this up ? I aint getting depthbuffers right require("scripts/class") local class=CreateClass(...) function class:InitDialog(grid) self.super:InitDialog(grid) group1 = grid:AddGroup("Model") group1:AddProperty("model", PROPERTY_FILE, "GMF Files (*.gmf):gmf", "Model File", "Model Files") group1:Expand(1) end function class:CreateObject(model) local object=self.super:CreateObject(model) object.model = model --Use the invisible material so the model is not visible, but can still be picked object.model:Paint(LoadMaterial("abstract::invisible.mat"),1) function object:Render() if fw~=nil then --Switch to the transparency world SetWorld(fw.transparency.world) --Create a sphere mesh parented to the model and scale it object.mesh=CreateSphere(16, object.model) object.mesh:SetScalef(4,4,4) object.mesh:Hide() --Load the refraction material local mat=LoadMaterial("abstract::glass_refraction_easy.mat") --Get the material shader and set the refraction strength uniform local shader=GetMaterialShader(mat) SetShaderFloat(shader,"refractionstrength",0.05) if object.useModel ~= nil then object.useModel:Paint(mat) else --Apply the material to the mesh object.mesh:Paint(mat) object.mesh:Show() end --Switch back to the main world SetWorld(fw.main.world) end end function object:SetKey(key,value) if key=="model" then self.useModel = LoadMesh("abstract::"..value, self.model) if self.useModel ~= nil then self.useModel:SetPosition(self.model:GetPosition()) end else return self.super:SetKey(key,value) end return 1 end function object:Free(model) if object.useModel ~= nil then object.useModel:Free() end self.super:Free() --Notify("Inside free") end end Most likely a logic error , could one of you please take a look. thx
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