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Russell

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Posts posted by Russell

  1. Finally with the idea of @SpiderPig of invert coords of the texture i've solved/upgrade my mirror effect...

    Espejo_Museo_Solved.thumb.jpg.3fee6c55362195fec690ec2449d1cb0f.jpg

    Koddy_Espejo_Solved.thumb.jpg.2dea345d2e18499375d1fd5f29837117.jpg

    In a future...

    (Distant future probably... Because coding is hard for me) i will try to improve the mirror effect with this idea:
     

    4 hours ago, SpiderPig said:

    I would try something like this but in 3D.

    RenderingAMirror.png.2492b0f007e3b67a924c013bdace147d.png

    But at this moment this is enough for me...

    Many thanks to all of you...

    By the way...
    For one of the 4 unlockable hidden maps of the game, I am developing a maze with the different thanks and grateful message (to the people on this forum) that I am going to put along the way. With your nicknames and avatars.

    Something I mentioned in the next Thread:

    https://www.ultraengine.com/community/topic/61219-question-about-an-acknowledgments-map-i-want-develop/

    This is the map Icon:

    Deseo1_Laberinto.thumb.png.c9617ece74f65e983909e1857026b839.png

    Unlockable after our Wish to Rhexon Dragon:

    4Deseos_Rhexon.thumb.jpg.ba2210cb6bb8a60fc1ad4ca8fb384040.jpg

     

    Again, many thanks team!!!

     

    • Like 4
  2. Many thanks Josh, i'm trying your code...

    At this moment i'm trying to change the TEXTURE MAPPING of the Render Texture and it looks promising for me:

    CameraInvertida.thumb.jpg.c40392dda8162bc911a057eb0c5c5bd9.jpg

     

    If with this I can temporarily solve my case, then it would be matter of implementing the code to improve the effect.

    Love your patiente guys!!

     

    • Like 1
  3. Many thanks for your answers...

    3 hours ago, SpiderPig said:

    I'd reverse the U coord of the entities texture coords somehow.  You might need a shader for that for a render target though.

    3 hours ago, Josh said:

    Cool idea. Can't you just reverse the U coord in the model?

    Great idea, but i don't know how make this...
    I think it would be enough to enter some command in my "tex" variable or within the "self.entity" where I put the SetRenderTarget. But I don't know what code fragment implement to invert the texture in its U coord.

    1 hour ago, Canardia said:

    Mirrors are a mystery, can't simply put a camera on it, since the observer moves.

    1 hour ago, SpiderPig said:

    You'll need to move the camera that renders the mirror based on the observing cameras position I think.

    In my both cases, I don't need to control the player's perspective movement to make the mirror camera realistic.
    - In the case of the car mirror, the camera is attached to the body of the car itself. If the car moves, the camera with it. And important, the player camera would not move from the driver's area view.
    - In the case of the large bathroom mirrors, taking into account their position and the view triangulation, I wouldn't need to control the perspective either.

    I just need to be able to invert the reflection by reversing the U coordinate of the texture in my SetRenderTarget. But I am not able to implement it.

    I'm sure I can develop this idea in my script using "tex" o "self.entity":

    Script.TexturaProyecta=""--string "Textura"
    
    function Script:Start()
    	local tex=Texture:Load("Materials/MisTexturas/Camaras_Texturas/"..self.TexturaProyecta..".tex")
    	self.entity:SetRenderTarget(tex)
    end

    But no idea how to do it.

  4. Hi there team, time no see...

    I'm still working on the v4.0 Update for my Steam game. And one of the addons inside this update, was the option of drive an Opel Kadett car... And here is my question about...

    I have develop the mirror effect with a Camera using RenderTarget option on a Texture, and then the script:

    Script.TexturaProyecta=""--string "Textura"
    
    function Script:Start()
    	local tex=Texture:Load("Materials/MisTexturas/Camaras_Texturas/"..self.TexturaProyecta..".tex")
    	self.entity:SetRenderTarget(tex)
    end

    This works fine, but i've got a problem with the final image...

    Koddy_Espejo.thumb.jpg.eaf9bc44ae50da5f400444e662ced774.jpg

    Is there a way for make MIRRORED the image on the mirror?

    I've tried mirroring the texture, or using 2 cameras, but nothing works for me.

     

    I've got the same problem on another map:

    Espejo_Museo.thumb.jpg.c1ccc636657f35ff74c5e590537a2a54.jpg

     

    Many thanks in advance for your help.

  5.  

    Hello team,

    I'm going crazy with this bull****-idea...

    Is there any LUA command that allows us to obtain the name of the map we are on?

    I want to store the map name we are playing in a String variable, and then execute an IF to validate that value so that:
    - If I am in the map bull****.map a variable has "OK" text.
    - If I am in the map bullface.map the previous variable has "NotOK" text.

    (sight) I am unable to get the map name to save it in the global variable. And I don't know why...

    I have created a script where I enter manually the name... But that script (despite being assigned to a pivot in the map that is executed when the map is loaded) is not able to modify the value of the global variable defined in main.lua

    I have tried to use the mapfile variable used in main.lua of the project, but still don't know how to use it to get the name of the map we are on...

    This question may seem simple, but it's really driving me crazy.

     

  6. 25 minutes ago, Josh said:

    Links to the Leadwerks domain should just redirect to the equivalent URL to this domain:
    https://www.leadwerks.com/community/topic/62067-how-to-loadplay-any-video-file-with-lua/

    But for me, in all old threads like this thread:

     

    We have a link inside:  "http://leadwerks.com/werkspace/index.php?app=downloads&showfile=89" and when i push it, appears this:

    image.thumb.png.f0488a4f64f6f2271d7e22a0d6cdc822.png

    And this always happens to me with all the links www.leadwerks.com that now are ok transformed with www.ultraengine.com route.

    How can I fix this?

    ------------------------------------------------------

    29 minutes ago, Josh said:

    Leadwerks doesn't support video files. Ultimately what you need is a series of texture files and an audio file. Any video file loader will just be doing that behind the scenes. You might as well just use ffmpeg or something to extract a series of images.

    Many thanks Josh!!

    Yesterday i've found again this thread of @Ttiki very useful...

    But I was totally unaware that LUA didn't allow to play video...

    Answer that leads me to ask one last question...


    Can a Leadwerks game built 100% in LUA run C++ scripts in a mixed way?

  7. Team i need help with this...

    All the threads inside the forum that talk about this subject are down or lost. And links inside this threads with the "www.leadwerks.com..." don't work after the change to www.ultraengine.com.

    Google can't help me neither, because all the LUA examples I find to play a video, don't work in Leadwerk's LUA.

    Many thanks.

  8. Hello team,

    I'm working on a little vídeo that i want show on my game's startup. But I found that I can't load an mp4 (h264) video in LUA.

    I've tried to dive along old forum posts, but the examples I've found are in C++ and some links inside don't work anymore after the upgrade from leadwerks.com to ultraengine.com

    I am testing an initial basic code as the following:

    	local IntroVideo = System:CreateVideo()
    	IntroVideo:Open("Video/Intro.mp4")
    	-- Reproduce el video
    	IntroVideo:Play()

    But doesn't work. It doesn't give me any error, but doesn't work for me either.

    Any ideas on how I can start with this point?

    I just want a video to play when the game opens, and then load the starting *.map.

    Many thanks ;);););)

     

  9. It's been a month since this interview, and I still feel honored and very proud. :wub::wub::wub::wub::wub::wub::wub::wub:
    I have talked about the game, various things and even Leadwerks as the development tool of the game for finally mentioning UltraEngine for the few viewers who were connected. :):):):):):):):)

    • Like 2
  10. 3 hours ago, Genebris said:

    You could display the texture on screen in Leadwerks and screenshot it. Then make a shader that outputs alpha as black and and white and screenshot that as well 🙃

    Yes, i have used this solution to solve my problem. And although it has worked for me. But I have lost quality in the character's hair. Since my original corrupted PSD was somewhat larger in resolution than the screenshot of my screen in FHD.

    Anyway, I'm going to keep trying reepblue and Josh solutions, because TEX file has the original resolution i need to recover (larger than the screenshot).

    Thank you so much team.

  11.  

    I have lost a *.PSD (corrupted file) that I used to generate and change the hair texture of some models. And unfortunately I don't keep the exported PNG to try to recover a provisional version.

    Is there any way to convert a *.TEX file with transparency from Leadwerks into a PNG also with transparency?

    I want change a blonde hair to red one, but without the psd with the texturemap i can't do it...

    Thank you in advance 🙂🙂🙂🙂

     

  12. Hibrid model of "Metro Bilbao" and "Euskotren" made with Sketchup and imported to FotoMuseo 3D with Leadwerks.

    There is still a lot of 3D modeling work left in this, but i'm happy.

    The idea is (besides taking a break from creating our protagonist's dialogues) to use this train to visit the 2nd Expo at the Museum.

    • Like 3
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