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Niosop

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Everything posted by Niosop

  1. You're using an OR instead of an AND?
  2. Well it's not the code so much as the texture. If you're using a specular shader then the spec value should be in the normal maps alpha channel, then that spec value is multiplied by the spec slider to determine final spec value #ifdef LW_SPECULAR shininess = bumpcolor.w*specular;//*fOcclusionShadow #endif If you're using a separate specular map texture then it looks like it just looks at the red channel (which will be the same as the others if you're using a grayscale map): #ifdef LW_SPECULARMAP shininess = texture2D(LW_SPECULARMAP,texcoord).x*specular;//*fOcclusionShadow #endif If you're not using a specular shader then it looks like it will always have 0 specularity: float shininess = 0.0; ... shininess=clamp(shininess,0,1)*0.5; 0.0 * 0.5 will be 0.0. So basically use one of the *specular*.frag shaders or one of the *specularmap*.frag shaders depending on if you're embedding spec into the alpha or want a separate spec map. EDIT: If your normal map is an RGB8 texture (doesn't have an alpha channel) I'm not sure what the alpha value will be, quite possibly 0.
  3. I'm sure they do, but just to be sure, your DDS files have specular in the proper alpha channel for the shader you're using?
  4. Hmm, you're right. I only see .a in a couple of places....are the places it's at working properly? I remember someone saying that specular wasn't working for them somewhere, I suppose that could be a reason if they're not interchangeable. Really not sure.
  5. They're always xyzw AFAIK since a color is just a Vec3 or Vec4.
  6. For opacity you'll have to use one of the alpha shaders I believe. The best reference as to what to pass where is the shaders themselves. You can rename shaders.pak to shaders.zip and extract them to look at the .frag files and see what is used for what.
  7. Look at any of the example games, like fpscontroller.lua. Usually they reset the mouse position to the center of the screen at the end of every Update. Then inside the update you can compare the current mouse position against the center position to see how much the mouse moved in any direction that frame.
  8. Blender? IPO curve editor, it's bone heat skinning is way better than envelope based, plus it's free.
  9. Parallax occlusion mapping I think. There's an example in the wiki video tutorials, think it's the materials one.
  10. I'm working on a game in LE and Unity in parallel (Unity for lower end hardware and web deployment, LE for downloadable version). The major thing I'm missing in LE right now is prefab support. For instance, I make an ambulance with flashing lights. In Unity, I drop in the ambulance model, then position some lights visually, tweak the settings, then make a prefab out of it. Quick, easy. In LE, I drop in the ambulance model, edit the Lua file, create the lights in code, position them in code, save, tweak position, save, etc. Takes a LOT more time. In retrospect I could have saved some time by adding bones or empties or something to the FBX to help position the lights, but it's one more step that could be avoided. Do you think adding prefab support to the editor would be in your short term roadmap? I know it's been mentioned in the forums before but I'm not sure if it was in the Feature Request forum or not and I don't think Josh ever responded to that thread.
  11. I'm pretty sure PhysX does support heightfields. seems to indicate it and Unity uses PhysX with their terrain system. Although there might be differences in the implementation that make using it w/ LE's system unfeasible. A flag to LoadModel that would allow you to bypass .phy file generation would be nice. As for disabling raycasts, yes, you'd have to. If a person is advanced enough to be swapping out the default physics implementation then they should be advanced enough to add in their own raycast system using their selected library. An abstraction layer could expose the code to the raycast/collision/all other physics related stuff. By default they'd call Newton functions but if someone wanted to replace the Newton stuff with PhysX/Havok/Bullet/ODE/etc code then the function names wouldn't have to change and existing scripts would continue working.
  12. The vids Masterxilo posted were using LE for rendering and PhysX for physics I believe.
  13. I was having this problem just using a player controller on the Desert and Arctic example maps. As soon as I added the player controller it would go shooting off in some direction. When I made my own terrain it stopped happening.
  14. Why would you have to try and protect them for legal purposes? So you can hit offenders w/ a DMCA violation suit as well as a copyright violation suit?
  15. Probably nothing to do w/ it. Post some code, too hard to diagnose just guessing what you have.
  16. Niosop

    wav format?

    Not really, lossless is lossless. Zip a file a hundred times, it'll still be the same file when unzipped.
  17. Think it's side effects of gimble lock due to using Euler angles instead of quaternions?
  18. I was running 50+ earlier, it slowed down but not that badly. So it's not character controllers themselves maybe collision settings causing a lot of collisions it has to process?
  19. I was finally able to reboot my system and the movement problem in the editor went away....go figure.
  20. Doesn't matter, any resolution, any options on/off as long as they don't cause the framerate to drop below 80 or so. At that point it still happens, but it's not really noticeable. At around 60 you don't notice it at all. And only in the editor in edit mode for me. If I go into game mode inside the editor, it goes away even at high FPS.
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