Jump to content

Rekindled Phoenix

Members
  • Posts

    471
  • Joined

  • Last visited

Everything posted by Rekindled Phoenix

  1. neat! do you have any video of gameplay?
  2. Thanks for your replies. The objects behind the water aren't as distorted in the same manner as the diffuse (checkerboard) texture seems to be. I've modified the refraction strength variable, and that only offsets based upon the normal map, not the vertices direction. Distortion via angles. Do you guys know of an effect that achieves something similar?
  3. As an alternative, you could use the ProtoBuf library with build-in serialization that's faster than typical XML types. Saving the bytes to file may be obfuscated enough.
  4. I've been running some realistic water experiments using leadwerks. They are time-marshaled by separate threads, dynamically adjusting the height where turbulence is added. (changing the 'refraction strength' helps, but doesn't seem to outline the angled verts ) To outline the depth of the ripples, was thinking of changing the color of the vertices to a darker hue. What do you guys think? Since I'm new to shaders, how would I go about accomplishing this? Does the community have any suggestions that could make this look better? EDIT: Just found "falloff" settings, but they aren't defined in this shader pak. Attempting to add them to mesh vert and frag files... EDIT 2: adding the falloff definitions from the ADN lib affects the mesh, but not in the way I'd expect. the vert doesn't seem to do anything, and the frag only is effected by camera angle.
  5. Thanks guys for all of your answers Still stuggling, since the .frag file you mentioned is missing... I looked throughout the shaders.pak (version 2.5) and I didn't see anything labeled with particles and an alpha frag shader. When I try to use them anyway, since I assumed they were special labels at first, my application freezes. Yes, though nothing in that scene exposes particles to the skybox. I'm running a scene within a large open outdoors area, so the chances of particles overlapping the background are high. Could you please attach the appropriate frag shaders to this post?
  6. Wow thank you, I will test this later this weekend!
  7. Yeah, tried different methods (as mentioned above) for both types. Here's an custom mat that's similar to the smoke.mat texture0="abstract::flame-blur2.dds" depthmask=0 blend=alpha zsort=1 shader="abstract::particles.vert","abstract::particles.frag" It's using blend=alpha. I assume that's the same as a 'transparency' setting.
  8. Dang. Well I have sent him messages in the past, so hopefully he'll be able to get around to it. I've also seen Josh post an image that's possibly using the same technique, unless he's saving that for LE3.
  9. I have had the most difficulty creating transparency that doesn't cause a graphical glitch like the image below. Browsing through the tutorials, it seems that none of them reference using the FramewOrk methods. Do they automatically set the clearmode appropriately? Neither smoke (alpha) or fire (light) MAT settings work to fix this issue. I've also tried creating my own textures to replace the defaults, and have had no luck. Either way, this is my basic emitter setup in C#. //transparency refers to foreground World.Current = Framework.Layers.Transparency.World; Framework.Layers.Transparency.Camera.ClearMode = CameraClearMode.None; Emitter flames = new Emitter(new Vector3(-.5F, -.5F, 0),200); flames.Material = Material.Load("abstract::fire.mat"); flames.Area = new Vector3(.2F, 1, .2F); flames.Radii = new Radii(.5F, 0); flames.Waver = 1; World.Current = Framework.Layers.Main.World; In case you're wondering about the enum values public enum CameraClearMode : int //byte { Unique = -1, // suggested by Canardian, only godrays visible None = 0, Depth = 1, Color = 2, } I'm so frustrated, if this doesn't get fixed it's possible I may have to use another engine at this point. Please help, oh wise and knowledgeable forum users. So you have a secret transparency recipe? EDIT: Secondly, why does the vertical camera angle effect particle intensity?
  10. Really? Several gallery images and then not even a tutorial?
  11. This enumeration (in C#) might be helpful within your code public enum MouseButton { None = 0, Left, Right, Middle, Aux } For clarity and easier code, I would recommend making an enumeration for each set that you commonly use.
  12. Maybe you could just obfuscate the data and keep a private key within your source-code?
  13. I'm looking for two types of shaders: - RGBA technique (GuildWars2 armor dyes, Overgrowth armor/fur) - Multiple textures that are determined by vertices angle Shadmar's Splatter-RGB Technique Josh's Gradient RGB Technique Shadmar's One-texture Snow I've seen a handful of examples, though they are not in the Website Assets or in the Shaders.pak files. Since I'm showing off a demo within two weeks, I can't wait until LE3 is released. Does anyone have something like that for LE2? Josh or Shadmar?
  14. I have a fondness for 2010, it's very stable and the first to implement extensions like RockScroll and updated intellisense for other libraries. I've been using Visual Studio for over 6 years, remote debugging and even using ( the now obsolete) setup projects. If you have any questions about the platform feel free to message me.
  15. I've ran into this problem whenever I've declared generic "int" values that are determined by the OS. I have forced myself into the habit of always declaring integer (32) and long (64) explicitly so I never get unexpected negative numbers. Woot, number bugs!
  16. +1 This is a must have I believe Wolfire games uses Webkit for their UI. Might work with your HTML integration.
  17. this looks great Shadmar! I've seen similar techniques used in other games (dyes in Guild Wars 2 or Wolfire's Overgrowth) I would love to be able to use it on more than just terrains, and would solve my 'multi-directional textures' problem. Will this shader be available to the public?
  18. Looks great! Do you have any suggestions for L3DT settings?
  19. I actually have three different sized walls that are specified by the paintbrush. Each brush will determine the theme, like forests, housing, or caves. The smallest of sizes (which will be revealed in a future video) is actually a tunnel algorithm. Since this projects is such a daunting task and I am only at the beginning of the project, I have yet to decide on whether enemies will be dynamic, custom, or preset collections.
  20. Actually, I took a look at mesh.vert and it looks different than your modified version. Which to I use?? texcoord0=gl_MultiTexCoord0.xy; texcoord1=gl_MultiTexCoord1.xy; // -- (flachdrache's version with cube coordinates) -- //#ifdef LW_CUBEMAP cubecoord = modelvertex.xyz - cameraposition; cubecoord = reflect( cubecoord , normalize(nmat * gl_Normal.xyz) ); //#endif // -- //(Vanilla 2.5 install) #ifdef LW_CUBEMAP cubemapdir = normalize( modelvertex.xyz - cameraposition ); cubemapnormal = normalize(nmat * gl_Normal).xyz; //cubecoord = reflect( normalize( modelvertex.xyz - cameraposition ) , normalize(nmat * gl_Normal).xyz ); #endif nmat = gl_NormalMatrix * nmat;
×
×
  • Create New...