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Rekindled Phoenix

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Everything posted by Rekindled Phoenix

  1. 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?
  2. Are these files available for the LE community?
  3. Global angle. Something similar to the snow shader in most modern game engines, but with multiple textures.
  4. 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?
  5. Nice!! This is exactly what I needed Could you put this as a downloadable file in the assets?
  6. Yup, the models in the video are modular! Similar to the ones in a previous post shown here: http://bit.ly/zxVk7O The algorithms allow for hundreds of levels using the z-axis, as a type of "pseudo" voxel generation, all using a handful of models. I plan on making this mobile compatible Thanks to everyone for the comments!
  7. The concept is simple: give a player paintbrush that will draw dungeons, cities, and dangers. What type of world would they create, and how detailed would their worlds be? The project will allow each user to collaborate by building their own realms, forming adventures for other players through this advanced tool set. The new game in development is called "Dungeon Painter 3D". These semi-transparent blobs are actually the beginnings for one of the first dungeons created with this real-time paint tool. Expect video updates, public alphas, and additional features that will give the public the chance for feedback. Progress so far: - Core algorithms - Basic Dungeon models Up next... textures, stalagmites, and treasure!
  8. 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?
  9. (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?
  10. Exactly what I was suggesting for this page!! http://www.leadwerks.com/werkspace/topic/3920-decals-bug-demo/ Your thoughts, Josh?
  11. I'm getting flickering texture artifacts when I use Macklebee's example, assuming the textures are rendered in the exact same coords. How can I keep the material from glitching like that?
  12. Using this, or any other cloth package! http://code.google.com/p/opencloth/
  13. Josh, could we get a reason for what's causing this? Macklebee's solution shows that it's possible to retain a steady FPS when instancing planes, could it done this way in the engine?
  14. Could there be a better way to implement the alpha calculation like layered rendering, instancing, etc? I believe this still should be fixed. Exactly. Several other game engines both commercial and indie, somehow have solved this conundrum. I can unload hundreds of decals onto a wall within Valve's Source engine, Cryengine, and many others. So how did they solve this problem? Speaking of Skyrim, take a look at just the town of Whiterun. Within 2 minutes I lost count (100+) at the amount of decals placed on several dozen meshes. Decals provide a huge boost in the content pipeline, and it would be great to have them updated. Is there a way to instance decals, or use a method similar method close to how other engines (like Overgowth) manage to accomplish this?
  15. Bump for status update on this.
  16. Visual Studio 2010 C# Express Notepad++ for Lua, along with the built-in editor
  17. If anyone could write it as a shader/ post-processing filter, I would be more than happy!!
  18. Both Skyrim and Crysis also uses hundreds of decals to floors walls, and even other objects. I noticed a heavy use of decals to add variance to models. Note, that there are two techniques that I would want for Leadwerks: 1. The ability to apply decal textures to any model / surface in-game, without the FPS overhead. 2. A snow / rain shader OR "projector" light which can apply a surface normal You guys asked for screenshots, so here they are!
  19. Aggror posted a projector light which was invaluable, but what I'm talking about is normal-based texture lights. Crysis used them heavily for rain and snow effects using the normals to apply a speckled texture. While playing Skyrim I've noticed they took it one step further than snow, using the alpha of a texture to add vines to rock walls, etc. I would absolutely love if this was integrated into LE3 and as a patch to a version of LE2 Please!
  20. I agree! Gandi could you provide a small demo?
  21. I came across this site: http://userpages.uni-koblenz.de/~fronc/ by browsing for inspiration with my own pseudo fluid simulations using Lua. This surpasses something that I would be able to do with graphics, though is this possible with the upcoming Leaderks engine? Josh, would you want to dedicate your time to implementing this into the next version of the engine after you have a solid foundation? Whether we approach this with regular particle physics or not, it has been something that I have been wishing for a long time. (German) Image heavy documentation on his technique http://kola.opus.hbz-nrw.de/volltexte/2009/429/pdf/SASmokeSlides.pdf
  22. Native LE3 functions to manipulate and scale textures.
  23. Shocked to see the PHP Config screen, as I was here with the recent data loss after the migration to the new site. I'm glad everything is resolved! Yaay for backups!
  24. Wow can't wait to play this!!
  25. Physics multithreading in LE3D This is great news!!
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