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Alienhead

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Everything posted by Alienhead

  1. Did you self-scale the model ? or scale via the editor's 'Resize' feature, it actually makes a huge difference. I found it way helpful to scale any animated mesh or boned objects outside of leadwerks and just bring it in at it's actual size, You cant resize then collapse a boned mesh in the editor without deleting it's hierarchy and that screws everything up.. Normal meshes you can resize in the editor then collapse when your done and it will retain a 1 to 1 scale which is what you want for picks and such.
  2. Ultra is not quite Mythical as you may think.
  3. Check out AABB. https://www.leadwerks.com/learn?page=API-Reference_Object_Math_AABB_IntersectsAABB
  4. Very nice!, you've made some huge progress in a short time.
  5. Josh has a few members with EA.. but for the majority of us we're sitting in the wings...waiting.. Oh the demos we could already had made with a beta phase.
  6. Also, you'll probably, at some point or another, want to align an object to the terrain slope. This line of code will save you a lot of hunting. entity:AlignToVector(terrain:GetNormal(x,z), 1, 1, entity:GetRotation(true).y)
  7. It's quite easy to mimic the vegetation system in LE. To be honest it proved to be faster creating a pivot system with attached trees to it manually. The only downside is you dont get to use the easy paint-on feature in the LE editor, but with some code you can mimic the paint on feature in your real map and save out the locations to an external file. Doing so you'll have entity pointers to your trees to do as you please. I did this in an experimental project I worked on last year and it year and it had very positive results, actually I'm using the same developed system for my current project.
  8. Make sure you have the correct pointer to the terrain object. -- Cycle loaded map for x=0,world:CountEntities()-1 do local entity = world:GetEntity(x) -- get terrain mesh if world:GetEntity(x):GetClass()==Object.TerrainClass then terrain=world:GetEntity(x) terrain=tolua.cast(terrain,"Terrain") end end Your code should be more like this : local y = terrain:GetElevation(x, z)
  9. I started the Combat system today, finally some gameplay
  10. Two new spawners added this week.. An area spawner, sorta like an environmental probe, but works off tint and hue, just drop the spawner into an area you want darkened, give it a hue and area distance and you have instant darkened area.. And my storm spawner, complete with puddles, sound effects and lens smudging. That about does it for this week, some more cool stuff planned for the upcoming week.
  11. There's a place in our world where the Terrain, the Horizon and the Atmosphere all meet up.. and if it's done carefully... you'll never know it exists.
  12. After a week long bout with having to change each 24hr cycle to match a weather pattern, I'm now glad to say that nightmare is behind me. I was able to implement storms and rain pretty easily after completing that task. This screenshot shows a small rain cloud, muddy built up areas, auto adjusting of the roughness levels per surface so it's only 'wetty' looking while its raining. Also havenphillp's reworked version of AO implemented in this screenshot as well, I absolutely love how his process picks up the dark areas and leaves the scatter clutter out of the picture.. Well done 'haven'. I'll do a small video later showing the rain, the screenshot doesn't demonstrate it clearly
  13. I'm putting the finishing touches on a new grass system.
  14. LE shaders are optimized.. I was speaking in terms as optimized for a specific purpose, as in the purpose of my project. LE's default shades are fine, just general purpose. Coding a game is only half the project, optimizing and setting up the maps is the other 50%.
  15. le4 - 4K MAP, but most all the shaders have been edited, optimized and or redone for this project. Here's my first attempt at sharp edges light scatter... needs some more work, but on the way.
  16. Realtime rendering, I need to work on the lighting areas on sharp surfaces, I think scattering of some sort will do the trick.
  17. Been out of town most of the week, but was able to get some more environment stuff scripted in, I now have random wind gusts ( which the entire veg system reacts to ) and 3 lvls of random storms, a new cloud system that changes due to weather conditions and ambient of the hour of day. Layered real time clouds cast real time shadow to the terrain and entites below. More next week as we press along. !
  18. Oh wait, I didn't realize the Vegetation system does not require a shader for diffuse/normal. Leaving that blank drops me down to the Veg shader in question. It took a lot of fiddling around with but I was able to add a uniform variable to the groundplants. veg shader and control it via code for stuff like wind force and direction.
  19. I have a material which is used by the vegetation system, I need to get a handle reference to the Veg-shader in the material. GetShader() seems to return only the top most assigned shader, is there no way to get a ref handle to a deeper shader in the material ? Thanks for any advice.
  20. PBR shader by Haven. I really like the level of detail it adds.
  21. Overall level completion? About 10% . Github updated with everything from the video.
  22. As some of you may know, havenphillp and myself have been working on a open world management system for an upcoming game jam in October. Thus far the system handles: 24 hour clock cycles ( day to night with smooth light, color and skybox transitions ) Storm system, cloud, light thunderstorms and all out deluge. Unlimited vegetation system with perimeter detection for stuff like grass squashing and path carving. Ability to cut down trees and or blow them up. Pathfinding system that handles map segments. True open-world management for 4k terrain maps. So far the results are positive, the speed and performance is there.. There's still much to do to the environment system, but little by little it's coming together. Next week: road laying tools !
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