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Robbo

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Everything posted by Robbo

  1. Thanks for your help ShaderPig and Russell. I got it all working now - very cool !
  2. Not knowing what to do worked out something..... Added 'daynight.lua' to the Directional Light (no such prefab exists for me as the instructions say...?) And added '08 pp_bloom+godrays.lua' into the Root / Post Effects box..... I'm now getting day/night cycle for the directional light but cant see any sun object moving across the screen....? I turned off Follow Camera as was having a problem running with this.... Also the skybox doest change colors - or do I need a sky sphere...and where to get that ? Any suggestions ? Thanks.
  3. Much appreciated - will take a look...
  4. Does anyone still have a copy of Shadmars day/night cycle as keen to take a look and see if I can use in my game......the Dropbox link no longer works....
  5. Robbo

    day and night cycle

    looks great. Can you please post the script to allow something like this or a bit of it at least...as I'm newb to LE and just need some help getting started with it....may do videos on it also crediting yourself of course as have lots of videos on another game engine but not LE as yet....
  6. ok, thanks - I found the fog was actually affecting the 3d model but not as strong as the terrain such that the model stands out too much. Im not sure if its the texture or how all models show up in LW compared to the terrain...
  7. I have a nice outdoor terrain setup using fog but when I added a 3d mesh it is not affected by fog. It has 1 texture and 1 normal map with the shader for that......did I miss something but why its not getting fogged out like the terrain ??
  8. Robbo

    fog question

    I notice if you change the start fog range will achieve the same thing to make a area around the player not affected by fog
  9. I was hoping to add particle effect collisions to stop coming through ceiling - ie end once hit any object , or even better create a new particle system in its place (ie rain splash effect) - is this something that can be done ? I notice particles can be set to collide already but cant see how to change what they do when they collide with something like the terrain or other object. They seem to just fly off at high speed elsewhere...... If anyone could explain simply how to do this as I'm still learning lua and LeadWerks scripting... Is the collision test the best method or is a shader to obstruct viewing the particles at certain places maybe a better way ??....if so how to do..?
  10. I just tested this and found that using the Windows 10 Scale and Layout anything other than 100% wont allow for true full screen game play as the max screen size will be reduced by the Scale percentage for lower resolution and not full screen. This is a bug for sure so could this be fixed please as I don't like using 100% Scaling (too small) so we need the code to adjust for this: ie - System:GetGraphicsMode(System:CountGraphicsModes()-1) the above code wont pickup 1920 x 1080 screen size when Scaling isnt at 100%......please fix
  11. Yes, Nvidia. The lower screen resolution was being affected by Win10 Scale and Layout @ 125% thus not allowed true full screen resolution....
  12. OK, sorry...never mind - I found the problem in my outdoor terrain test. Although my graphics card driver was only 1 year old, when I updated it fixed the problem and so left me with basically the same graphics as in the editor. I found Antialias at 2x (333 FPS) was best, as 4x (250 FPS) only had slight difference and big FPS drop (from very high level). Everything else at max settings was fine except Anisotropic filter ran better switched off strangely for outdoor terrain environment...
  13. I can run the game map in the editor and looks good at highest screen resolution (300 FPS) but when I publish my game to an external exe file then the screen has slightly speckled artefacts almost as if I haven't got Trilinear filter on...(it is on) or like its using lower resolution textures...its not the same as the game in the editor, and have checked this many times.... Even when I go to the settings and put everything at max, is not good enough (as it starts at max settings anyway). What is missing that the editor has and the external exe doesnt ??? also I cant seem to get 1920 x 1080 resolution to run by default also...like it cant find the settings or something as max settings show as 1536 x 864....note I dont think this is related to the problem above as in the editor still looks good at 1536x864.... so different problem.... Help.....
  14. Sounds great - I only been using this engine a few hours so far but got the character controller crouch to work fine now and love the terrain system with multiple layers...now with the Ultra Engine, when/is this available now - is it separate to current 4.2 LW engine or requires it to run and is it extra cost ?? , thanx.....
  15. Robbo

    Shaders again III

    Nice ! - any chance you could re-upload the day night cycle shader you made ???? - love to see that again...
  16. Any further developments on this as I just bought LW and was using CopperCube until now which I was able to create a Behaviour to check each vertex in the local terrain area and get the name of the texture used and play the appropriate walk sounds. It even picked up animated textures like grass and plants and so had bush interaction sound effects for that also...worked quite well but lots of data to check...
  17. Robbo

    Physics damage

    Great, thanks for that..
  18. I just bought LeadWerks today so forgive any ignorance but want to measure the physics impact amount - especially for when throwing items at enemies such that it can give small damage level to them and kill them if thow enough stuff at them. How to measure this physics impact amount ?
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