Jump to content

Rekindled Phoenix

Members
  • Posts

    471
  • Joined

  • Last visited

Posts posted by Rekindled Phoenix

  1. 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?

  2. 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? smile.png

     

     

     

    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.

  3. Thanks guys for all of your answers

     

    Still stuggling, since the .frag file you mentioned is missing...

     

    Try this

    shader="abstract::particles.vert","abstract::particles_alpha.frag"

     

    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.

     

    post-214-0-26696400-1360535724.png

     

    Does the example in the underground scene work?

     

    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?

  4. 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.

  5. 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?

     

    post-214-0-14215300-1359323475.png

    post-214-0-66802300-1359324260.png

     

    EDIT: Secondly, why does the vertical camera angle effect particle intensity?

  6. 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.

  7. 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?

  8. At least for me, the silence is due to the several games that have lured me into the void: Mass Effect 3, Skyrim, and Guild Wars 2.

     

    They're great for inspiration on game design and technique, but are incredibly good at distracting me from the games I'm trying to create.

     

    It will pick up again soon, possibly around this holiday season.

  9. 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;
    

  10. I can code all day, but shaders are honestly a little daunting. I'm wondering if anyone knows of some example shader code that would help me accomplish my goal.

     

    Similar to the caustics water shader, I want to apply a texture to a model depending on the angle of the verticies.

     

    Does anyone have tutorials or would be able to volunteer for this?

    post-214-0-55233300-1330401160_thumb.jpg

  11. I don't think z-sorting will help, but overlay=1 and depthmask=0 may help.

     

    Z-Sorting seems to do the trick. Adding depthmask=0 seems to make the texture ignore transparency.

     

    I know I just asked this, but is it at all possible to reduce the footprint of the decals somehow, even if it's just texture memory?

  12. (Alternative method... Oh of course! z-order in .mat file)

     

    For the standard decals...

    It's like they aren't using the same texture memory or something. Is it possible to reduce the footprint of the decals somehow?

×
×
  • Create New...