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Russell

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Everything posted by Russell

  1. It's more like animated VTF texture files in Hammer (where you have the singles vtf file with all the frames inside, and you control them with the VMT file... Here in leadwerks it's more like WATER1_0 in EFFECTS inside MATERIALS (there are 63 frames for the water, and then we use them when activate WATER MODER in ROOT... Sprite sheet isn't a bad idea... But i think i prefer the way of the lot of files in the same folder or file... Anyway i will learn this thread and the Shadmar's firepit, i can do that i need with a spritesheet too.
  2. I'm trying to learn this: with the help of the Firepit of Shadmar in workshop. I think is a good point to start of to learn.
  3. I'm learning from here too: Your Firepit from the workshop is a good point from start... Thanks Shadmar!!
  4. Is it possible adapt this to LUA?? I'm trying to do it with my own pack of textures to make an animation, and i don't know how code or use it to obtain the effect...
  5. Hello team, i have a question that i tried to find on the forum but there are several threads that don't specify what I need (does not exist in LEARN page either). So I will specify my case to see if you can help me by giving me a place to start learning: I want make animated textures using LUA. Where can i find how make them or an example to learn it? I don`t want a moving unique texture like this thread : I have some drawings and textures in several frames, and I would like to know how I can create boxes with those animated textures with all the frames that I have. I have seen this thread: But i don`t know how extract the info i need for my purpose... I want make something similar that the Water Shader (that it uses lot of images to make the movement effect) but in one BOX created with Leadwerks. I have found this too: But i don't know how to adapt it to LUA... Any idea where I could start? I can't find anything to help me in the forum. Or at least nothing that as a newbie helps me play around with my own tests.
  6. I don't know if this should go here ... But I would like to follow the words of @Slastraf and @Angelwolf, and post a small teaser of my work with Leadwerks to create FotoMuseo 3D. Just like I did with my old LEFT 4 SGC campaign for LEFT 4 DEAD 2, I want to be posting on my blog and Youtube channel a series of videos related to the work stuff behind my game. The problems found, the solutions done and/or given by the community here in the forum, the improvements in the work and everything that helps to improve and expand the content of FotoMuseo. It was only a year and a half since I started working with Leadwerks, but i'm still fall in love with its enormous possibilities and enormous potential. I love it!! And I am very proud of the little steps that I am taking with FotoMuseo 3D. As I always say, thank you very much to the entire community here on the forum for helping me out when I got stuck with something. Many thanks team!! ?
  7. Thank you very much for your words ? No, blue colour is perfect for the effect, because the blue colour is the last one we must find across the map and use it for reveal the secret area. In any case, if necessary, I would change it to white as a reference of using the RGB colors. But for now the blue color is cool to me as it looks. Many thanks!!
  8. Finally, this is the result of the Dissolve shader by Shadmar edited for simple boxes by Marcousik, and used for the canvas i need for: It's much better than using a horrible lens flare like in the beginning!! Many thanks guys!!!
  9. I love you man!! And Shadmar too!! Many many many thanks!! I have spent all day testing and changing the original shader of the dissolve models, and I have not achieved anything. With your files this is the result: Works great for me!! Now i must modify the script fot play the Dissolve effect when the Box with the texture appears in the canvas we have paint in the level... I will tease you the result when i finish it. Thank you very much Marcousik!!
  10. ? Nothing!! I don't know how achieve this in my work using one of two given ideas... It will be cool use Shadmar shader of DISSOLVE effect, works great on all of my 3D models... But i need to use it only on simple boxes with a simple texture... I don't know how make this successful... The only idea i've got is model a simple box in 3DS and import it to Leadwerks, and use it with dissolve shader... It's the only thing I can think of. There has to be some way to do it with a single box.
  11. Ok... It's a very cool shader, Works ok with models (i've made success on a Crawler, a car and a TV) but i don't know how use or make it works on simple boxes with simple textures. For this reason i will try this second idea: I have made an alpha material with the texture... Now I have to investigate how increase or decrease the alpha value using a script.
  12. Ohhhh!! Cool!!! Following your steps in that Thread Marcousik and the original by Shadmar, i have made it with the crawler model... But now i need do this to a SIMPLE BOX with a specific texture... (The box with the texture that dissapear in the teaser) I will try it now and tell you the results, since now I cannot use the UPDATEPHYSICS function in my case with the box.
  13. Many thanks Marcousik!! I will try it and tell you the results.
  14. Hello there team!! I am developing a small secret area in my game, and it would be very useful to know if it is possible to make an object disappear using a FADE OUT effect. Right now, as you can see in the this teaser, my object (a canvas that we have painted) suddenly disappears using a horrible LENS FLARE effect i've putted there. I don't like it, but If I can make it disappear slowly with a FADE OUT effect without using the LENS FLARE, so much the better. I've been checking the following thread: But I don't know how use it with an object. Any idea, tip or suggestion that I can start from??? Thank you very much!!
  15. Well, as long as we can scroll the flowgraph with the mouse wheel right as now, everything is fine for me. If I haven't said it yet, I'm in love with Leadwerks, with its script editor and its flowgraph!! ?
  16. I love leadwerks. In the next weeks i will update FotoMuseo 3D on Steam for add all the new stuff. It will be a very BIG UPDATE of content and improvements. I'm sure that I will love the new editor, because the one we have right now (I have the pro version and all the stuff in my steam account) has me in love. And I think that I'm squeezing it all I can. Many thanks Josh!!
  17. This is only for the FIRST Level of FotoMuseo. The Tutorial Level whit many elements to interact: Activate the Stargate... AHEM!! The Earthgate. Seven simbols, animations and the VORTEX when it becomes active. Lot of brushes, timers, lens flares and particle emitters for make the effect of the portal kawoshh. Animation for the HUD when we take the ZOOM Glasses and activate them. Automatic doors and lights when we are near... Lot of sounds and hud brushes for make DIALOGS with my voice explaining something of that object we take... But mainly, lot of timers controlling the appearing of models, brushes and sound effects. Other maps doesn't need don't need so many elements like this first one. ? But time to time ... With the amount of secrets, funny references and things to explore that I want to add in the levels of FOTOMUSEO, in the end my flowgraphs are going to be huge.
  18. Thanks Josh. ? I asked this out of curiosity. I didn't know if there was a choice or not at Leadwerks. My flowgraphs are getting huge, and I'd love to see them from a bird's eye view ... XD ?
  19. Hello team!! I have a quick question for the developers about the FLOWGRAPH in Leadwerks... ¿Is possible make ZOOM IN - ZOOM OUT in the window of the Flowgraph? Many Thanks!!
  20. Ok, good news!! After several tests, Headaches, and discarded ideas, I have finally recovered the idea and development of the 2 camera entities in my prologue-animation map. ¿Why? Because at some point of the developtment of the new content for my FotoMuseo 3D, I will need to create an animation with 4 and 6 cameras. All of them with different context effects, screen colours and movements. And the idea of using only one camera entity placing it in 2 to 6 different locations is a bit crazy idea for my development. Yes or yes i need more than one camera. My problem when I opened this thread was that the TEXT and IMAGES WERE NOT SHOWN on camera2 but YES on camera1. As I said, after several testsI have already found the source of my problem. I use global variables for the new DIALOG / SUBTITLE SYSTEM that I am working on in FotoMuseo 3D. And when the dialog/subtitutle1 is disabled via code (not using a button as usual when we are playing the map), it did not empty the variable again. With which the rest of the contents that should be shown in camera2 are not seen in whole rest of animation. Finally, my headache it was something as simple like a badly coded variable in the animation because in the animation we don't use Buttons of the Dialog system. I have fixed it and now the animation works ok with 2 camera entities like in the beginning and the dialog/subtitle system is improved with non interactive moments of the gameplay. Thanks Slastraf for your idea, although it has not helped in my specific development, at least it has shown me the way to find the problem that was driving me crazy. And now I can also change the camera locations via code, something I didn't know how to do either.
  21. Thanks very much, I made it!! Animation made with only one camera. And now Text and Images using POSTRENDER shows all stuff ok!! Finally i my in my specific i don't need use the Pivot in the location of the camera2 (deleted right now). In my case for the prologue animation I only need setup Position and Rotation for the one camera with: function Script:Location2()--in self.entity:SetPosition(0.953,2.579,3.319) self.entity:SetRotation(0,34,0) self.component:CallOutputs("Location2") end I know, is very specific and not very usefull for another situations. But at this moment I only need this. I only needed one more thing, and that was attach the camera to the moving platform of the camera2 to get the effect I need for the animation of the prologue. Thank you so much for the pivot idea Slastraf. Even if I have not used it in this animation prologue, it will be valid for other places.
  22. I'm trying change position of the CAMERA to the location where the PIVOT is with this script: Script.Target = nil --entity Script.Enabled = true --bool function Script:Teletate(entity, position, normal)--in if self.enabled then entity:SetPosition(self.Target:GetPosition()) -- Teleports self.component:CallOutputs("Teletate") end end But i don't know why the camera don't change the position, Do you see anything there I am encoding wrong?
  23. No, I have not published anything in Showcase about FotoMuseo 3D. But thanks for letting me know. As soon as I post the new in-game content on Steam, I'll share it there. At the moment, i'm still working on the the new content. This will be: Spanish/English - Dialog/subtitle System. More secret areas. One new EXPO to visit it. Thanks for your words Slastraf!!
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