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L B

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Everything posted by L B

  1. I would offer different modes. Optimize palette for 256, 512, 1024, etc colors Create palette from all unique colors at raw resolution Create palette from all unique colors after resizing to 16x16, 32x32, etc Any other suggestion?
  2. Started working on it. So far done: UI, palette loading from any format (including DDS, JPG, PNG, GIF, TGA, and whatnot), HSL values storing. I hope I'll be able to code something that creates a palette from an image for you.
  3. I attempted to make a color palette. First step: Google. Then, GIMP. I came up with this palette from that tropical picture: Kind of tiny. Scale it up if you want. Could start coding it now.
  4. I like the idea, except the part of "First, you define a palette of colors". This is where people are most likely going to fail. If it wasn't for that, I'd code it.
  5. I created 2 new shaders that crash when loaded in the editor: Here are these shaders: mesh_diffuse_bumpmap_pom.vert #define LW_DIFFUSE texture0 #define LW_BUMPMAP texture1 #define LW_PARALLAXMAP texture2 Include "mesh.vert" mesh_diffuse_bumpmap_pom.frag #define LW_DIFFUSE texture0 #define LW_BUMPMAP texture1 #define LW_PARALLAXMAP texture2 #define LW_POMMAP Include "mesh.frag" Any idea?
  6. Made a video to test it, not sure what causes it. AABB? Light ranges? I don't know, maybe Josh can fix it. http://www.youtube.com/watch?v=wwBWpDf8q-k
  7. Can't get the look I want. Any advice? They look... out of place. Maybe it's just the lack of AA, but I can't figure.
  8. I have the following maps, I was wondering how to take advantage of the most of them: -Diffuse (Color) -Normal (Bump) -Parallax (Height) -Opacity (Alpha) -Specular (Glow) What would be the appropriate material/shader combination?
  9. I'm creating floating islands using the same textures as the terrain. However, I cannot get it to look the same in game. The lighting is somehow different on both. The mesh with the texture are darker than the terrain with the same texture. Here is one of my mat files: texture0="abstract::terrain_desert_smoothsand.dds" texture1="abstract::terrain_desert_smoothsanddot3.dds" shader = "abstract::mesh_diffuse_bumpmap.vert" , "abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader = "abstract::mesh_shadow.vert",""
  10. Lumooja, are you the only source license owner so far?
  11. When Josh said he didn't see any of these features, he probably meant "Not in LE."
  12. Here: http://www.youtube.com/watch?v=bPsqDm9OGO0&feature=youtube_gdata
  13. I tried making one with 3 emitters. The result isn't so good, but I don't know which parameters to mess with. I'm uploading a video to YouTube.
  14. Does LE support animated textures?
  15. I'm just curious, I need to make one, I wonder what's the most efficient way to do one.
  16. Similar to Cast Shadows, only for reflections on water. Not a priority at all, but just noticed it could be useful for my flying islands : )
  17. You can't enable it, it was there grayed out as a "It will eventually work" sign by Josh.
  18. From Dexsoft's Indie EULA: And yes Niosop, that could be a reason. Stopping people legally is plan B when you can't actually stop them physically.
  19. For legal purposes, you have to attempt at protecting your assets. Failure does not mean you didn't attempt, so asset protection is more or less a legal matter rather than a real protection.
  20. Are you kidding me? This is the most irrelevant post of the day. Here, so that your conscience feels good, I'll downvote this one.
  21. L B

    Future Ideas

    Nice thoughts, didn't think Fuel had you so interested. Talking about networking, you first have to consider that physics aren't usually used in network games. Also, according to the system, only the SBX part of the region that has been interacted with would have to be saved, and since these are mostly (only) objects, they could be given an identifier and run as objects on the server part, while the player, when loading a region, would fetch the data from the specified object identifiers from the server.
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