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afecelis

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Posts posted by afecelis

  1. OMG OMG OMG OMG! It works! Marleys Ghost you have popped my Framewerks cherry, looool! :blink: I had never used it before, it's wonderful!

    Now I got to learn how to start turning things on and off. I'm getting the whole shebang; skybox, godrays, hdr, bloom, etc. And after I move a bit my scene becomes totally wahsed out, as in the overbright issue we discuseed earlier in the forums, So I'll have to start by turning HDR off. But it looks so beautiful! darn am I excited! ;)

     

    as it starts:

    framewerk_01.jpg

     

    "overburned"

    framewerk_02.jpg

     

    Edit: I already found where to set the features on and off:

    // Setup Initial Post Processing FX
           fw.GetRenderer().SetGodRays(1);
           fw.GetRenderer().SetHDR(0);
           fw.GetRenderer().SetSSAO(1);
           fw.GetRenderer().SetBloom(1);
           fw.GetRenderer().SetAntialias(1);
           fw.GetRenderer().SetReflectionRenderComponents(ENTITY_RENDERABLE);

     

    nice code! ;) I'm going to try and assign some keys to each effect.

     

    Thanks for this post MG. it should be "stickified". It's a shame that enabling HDR causes the overbrightness. Is it fixable or planned to be fixed?

  2. I was having some problems with my existing project so I did what you suggest; I started a new c++ project using the wizard and replaced the code in my main.cpp file by yours, adjusting the abstract path and loading my sbx file. The code compiles fine, however the program crashes (segfaults) after not finding some textures. This is the message in the console:

    Loading shader "f:/exer/projects/plazoleta/shaders/postfilters/postfilter.vert",
    "f:/exer/projects/plazoleta/shaders/postfilters/ssao.frag"...
    Warning: Failed to load texture "abstract::wobbledot3.dds": Path not found.
    Warning: Uniform "aosizereduce" does not exist in shader.

     

    However, if I check in all of leadwerk's folders and .pak files there's no such texture. :blink:;)

    Do you know where it is trying to load this from?

  3. hehehe, nice and easy! Thanks Macklebee.

    I also remember someone (probably you) told me how to fix the alpha problem in leaves of certain trees in th eold LE forums. Many of the ones in the "European Nature Pack" have got this sort of issues:

    oak_fall.jpg

    Is everyone aware of that? I'll check for the fix I got in the former forums, but how's everyone handling this? Each one fixes them? Would it be possible to have an updated version of the tree pack withthe fixes for 2.3 included?

     

    And I apologize, I'm terribly sorry for deviating the direction of the original topic.

  4. Hi Josh, I tried sending you this info as a PM but I got a message saying you can't receive any new messages, so I'm posting it here.

     

    I was able to reproduce the overbright issue I told you about in the forums. I tried many ways of reproducing it till I found the one I'm sending you. I tried it out 5 times and each time the same thing occurred. Grab the video here:

    http://telardigital.com/le/overbright.zip

     

    you can check my PC specs in my signature. I'm using Nvidia's latest 195.62 drivers.

     

    regards,

    Alvaro

  5. Guys, could one of you (who has it working) share some example C++ code of loading your scenes with lights, sounds, emitters, coronas, models etc..?

    And if you also got the environment skybox loading to work I'd totally appreciate it if you got some code to spare on that. :)

     

    regards,

    Alvaro

     

    Edit: do you still require the ProcessScene cpp and header?

  6. Thanks a lot guys! :D Yor comments are very motivating.

    I got BADLY hooked up by LE and I've been working as much as I can testing stuff in it, lol. ;)

    It looks that way in the editor, which is pretty nice (the engine's integration in it is superb) but in my C++ application I'm not getting any of the lighting/environment effects :( Just the sbx file with all the meshes but totally plain and dull. I think something must have changed in LE 2.3 that doesn't work with the existing "loading a scene" tutorial. I hope Josh finds the time to update it sometime soon ;) Meanwhile I'll keep testing my level in the editor.

     

    @Tyler: It doesn't do any effect, visually speaking; I just selected it because if you left it at "none" the shader would fail to compile, so after your previous "refraction" tip it seemed to be the only one close to that, lol :) Setting it to "mesh_diffuse.vert" seems to output the same result.

     

    cheers, and thanks for commenting.

    Alvaro

  7. wow, really Josh? cool! ;) What does that do? Change the point light's "omni" emitting direction into a defined area? Or will it make a new light type appear in the editor?

     

    gonna try it out now. Thx a ton Josh.

     

    EDITED: I just modified it, and wow! The way the light is casting now is amazing! ;):D :D

     

    Another quick question Josh (or probably 2).

    1. When I CTRL+Move an entity (i.e. a light) in the editor, is it a copy or an instance? (by changing its properties and not getting all of the items updated, I presume it's a regular copy). Is instancing possible in LE?

    2. Have you considered having a self illumination shader material? (don't tell me it already exists! lol). This way any mesh or surface could be turned into a light source ;)

     

    finally, I'm having a weird situation after working with lights for a certain amount of time. Sometimes, after ctrl+moving a light to copy it, or ehn changing its properties the whole level becomes overbright and saturated. I have to close without saving the changes and re-open the level in the editor. Is this a bug?

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