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Posts posted by Rekindled Phoenix
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neat! do you have any video of gameplay?
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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?
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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.
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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.
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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.
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?
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Wow thank you, I will test this later this weekend!
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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.
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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.
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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?
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Really? Several gallery images and then not even a tutorial?
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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.
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Maybe you could just obfuscate the data and keep a private key within your source-code?
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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
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?
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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.
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+1 This is a must have
I believe Wolfire games uses Webkit for their UI. Might work with your HTML integration.
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Thank you so much Shadmar!!
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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;
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Awesome! I appreciate your help, but I wouldn't even know where to start when it comes to shader programming... or combining the texture blend alphas
Do you know of an editor / tutorials /examples that could help me accomplish this?
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Are these files available for the LE community?
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Global angle. Something similar to the snow shader in most modern game engines, but with multiple textures.
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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?
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Nice!! This is exactly what I needed
Could you put this as a downloadable file in the assets?
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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?
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(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?
Transparency Nightmares
in Programming
Posted
Anyone got any suggestions?