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Posts posted by Rekindled Phoenix
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hehe. I'll think about it. Caves are always fun, especially if they are modular like the TES Construction Set.
BTW is there a way to change the MAT file that the GMF is associated with? It seems to be a key in the file itself, not just based on the modelname
Nevermind, found it. Blender's export defaults to the UV texture as the MAT filename.
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it was a very nice shaped rock
Great, I'll be creating more of the same type and releasing it for download.
Sand, Snow, and Grass types will be available in the future.
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Is the rocks shape decent? Any critiques on the normal shading?
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I don't know for sure. I can't see any specular lighting on the model within the Sandbox either. And I just did an LE refresh last night.
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I thought that was just for terrain textures?
Oh... then how does it handle model specular textures?
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I think 2.28 and 2.3 handle spec differently. I can't say for sure as I don't have anything < 2.3 but someone else mentioned it in another forum.
2.28 Handles specular using the Alpha channel of the Normal Map DDS. As far as I know...
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Hi RP, well for my taste, way too "shiney" .. I simply changed the .mat to:
texture0="abstract::rockset-dirt-smallDIF.dds" texture1="abstract::rockset-dirt-smallNOR.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag"
Which for me was a 100% improvement. Again its all down to taste.
In the Model Viewer and Sandbox [2.28], specular lighting isn't being displayed as expected... or at all. Is there something you can recommend that might fix this?
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Modeling simple objects, unwrapping them and applying textures, creating normal maps are all cake.
Making the model look good in Leadwerks (with the right MAT file settings) seems to be difficult for me. Please tell me what I should modify to make this rock look better.
Here is a RAR file with all files for this very simple rock.
Does the alpha layer in the normal map need alteration?
What adjustments would you make to the MAT file?
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? did Josh put the framewErk into the 2.28 DLL? I think its only in the 2.3 dll...
Guess I could use some of that Christmas money...
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I currently have LE 2.28 (recently updated) and added this code into my solution:
VB.net
Framework.Effects.Water = True Framework.Effects.Parameters.Water.Height = 2.0F
And I get this error:Unable to find an entry point named 'SetWater' in DLL 'Engine.dll'
Once I comment the Graphics Framework code, the app runs successfully. I know from this error that the Engine.dll is accessible to the app, and for some reason it can't find the method within the C# Header API. Others don't seem to have this problem, any suggestions?
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For the modelers / designers creating a world with symmetry, this is a great idea. Syncing color by use of a unified palette helps from making an app have what you called 'random color syndrome'.
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I wish I could give rep points! This is wonderful progress Ubu, thanks for sharing your hard work. I'm going to try out v1.1 tonight.
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The source code for this wrapper will be released with the C# Framewerk. ETA? IDK.
I appreciate you releasing the source. I can't wait for the wrapped Framewerk
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Mesh mesh = (Mesh)new Entity(Core.CreateMesh(Entity.NullPointer));
Sorry, I don't know the VB equivalent to this.
Thanks! I didn't think that Casting the object would actually work, but I forgot they all inherit the Entity class... and thus never gave it a try.
I use this to convert all my code to C# and back for use on the forums.
VB equivilant
(I inserted a zero because the method takes an IntPtr):
Dim mesh As Mesh = DirectCast(New Entity(Core.CreateMesh(0)), Mesh)
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I'm creating a mesh from scratch and wondering why the default empty Constructor is not accessible.
Here are the available constructors:
Protected Sub New() Private Sub New(ByVal entity As IntPtr)
Why are they not accessible?
If this is done on purpose, what is the best method for creating a new mesh using the header library? I can't seem to create one from scratch.
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This is a great way to handle the button GUI. Something similar to what I have done in the past, but more structured. Good stuff.
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Hi Lazlo, great work on this .net wrapper.
I'm using it with vb.net, and custom buffer, with Tao OpenGl Framewerk.
So far, i can only change background color with "CameraClearColor(cam, c)".
Can't seem to get anything rendering yet, probably something i'm doing wrong.
You should post a separate thread with source of your app so we can debug the error.
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Thanks so much for releasing this. I'm going to try it out on my next build.
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Inquiring minds want to know.
My vote counts for C# Headers, but the language is VB.net
Rock Set - Dirt
in Game Artwork
Posted
File Name: Rock Set - Dirt
File Submitter: Rekindled Phoenix
File Submitted: 03 Jan 2010
File Updated: 07 Jan 2010
File Category: Models
Triangles: 480 (80)
Everyone needs ground cover!
Comes with an additional low-poly for each size.
Here is a simple rock set using a dirt texture. Comments, additional requests, or suggestions PM me.
This model set can be used in any Leadwerks built game, Indie and Commercial.
Click here to download this file