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L B

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Everything posted by L B

  1. L B

    What's missing?

    I actually like my version better, hehe! @Josh: Had reduced it, now added it back. Looks better, except when you hit the sky. Let me take a screenshot.
  2. L B

    C# Framewerk

    Developing a game without even a skybox or distance fog is just not the same atmosphere. It's purely annoying. Plus, I will go on coding in C#, so it will eventually have to be done. Josh, you are bombarded by feature requests, so it is totally understandable that you might just not do this until a very, very long time. This is why I'm going to try to do it on my own, unless you have a good reason to keep me from doing it.
  3. L B

    C# Framewerk

    I have emailed Josh and he said he had too many things to do at the moment to do it. Now the thing is, I'd do it, although I need some help on things, and people don't seem to know the answers: http://leadwerks.com/werkspace/index.php?/topic/476-why-is-my-camera-not-clearing/ I'll just go copying and translating the whole framewerk code, then debug it. But that's long and hard, so it will take some time. Lumooja, could you compile us a Framewerk with exposed commands?
  4. L B

    What's missing?

    Alright. Then why does my screenshot look somehow bad? Somehow flat? EDIT: Just saw Josh's post. I get it, my hue is less colored. But still, there's something missing, don't you think? (Beside a character)
  5. Impressive. The engine itself looks quite good too.
  6. L B

    What's missing?

    I'm comparing the atmosphere and look of my maps so far to various RPGs. I came across what is considered to be "Top-notch" in terms of graphics as a MMO, Aion. Although the graphics aren't so stunning in my opinion, they still have some kind of mood I lack. Any idea on how to get it? I already tried a warmer ambient-light, but it's no use.
  7. Despite this being useless to say, yes, it was in "Leadwerks Editor" yesterday night.
  8. There is no point "before "World.Current = background" and after the background "World.Render()"". I tried putting Buffer.Clear(BufferType.Depth) at any point in the render loop: No use. I also set the SkyCam's clear mode to Depth.
  9. No it's "Flip", since it's applied to a mesh class. Wrappers don't go "Mesh::FlipMesh()". It's redundant for nothing.
  10. Despite fighting over which forum this should pertain to, yes, the shininess slider is broken as far as I know. Either that or is it additive to all the layers, since bumpmaps also seem to be additive.
  11. I'm working on C# and trying to get a skybox to work. I followed the rather old PDF tutorial which seemed rather logical. I have a cube and a skybox behind it (well, ideally). At the moment, I get either the cube or the skybox, depending on which world is initialized last. The 2 following examples are the same, except that in the first one, the Main world gets created before the Sky world, and in the second one, the Sky world gets created before the Main world. Thing being: The last world created is what I get on screen. Examples: 1. With this code, I only get the skybox: public static void Main() { //Initialize FileSystem.AbstractPath = @"C:\Program Files\LE2.3"; Graphics.Initialize(1440, 900); //Main World world = new World(); Camera cam = new Camera(); cam.ClearMode = CameraClearMode.Depth; Buffer lightBuffer = new Buffer(1440, 900, (int)BufferType.Color | (int)BufferType.Depth | (int)BufferType.Normal); Mesh.CreateCube().Position = new Vector3(0, 0, 5); //Sky World background = new World(); Mesh skybox = Mesh.CreateCube(); Camera skycam = new Camera(); skybox.Flip(); skybox.Material = Material.Load("abstract::Sky01.mat"); while (!Keyboard.KeyHit(Key.Escape)) { Timing.Update(); World.Update(Timing.Speed); Buffer.Current = lightBuffer; skycam.Rotation = cam.Rotation; World.Current = background; World.Render(); World.Current = world; World.Render(); Buffer.Current = Buffer.Back; Light.Render(lightBuffer); Graphics.Flip(); } Engine.Terminate(); } 2. With this code, I only get the cube: public static void Main() { //Initialize FileSystem.AbstractPath = @"C:\Program Files\LE2.3"; Graphics.Initialize(1440, 900); //Sky World background = new World(); Mesh skybox = Mesh.CreateCube(); Camera skycam = new Camera(); skybox.Flip(); skybox.Material = Material.Load("abstract::Sky01.mat"); //Main World world = new World(); Camera cam = new Camera(); cam.ClearMode = CameraClearMode.Depth; Buffer lightBuffer = new Buffer(1440, 900, (int)BufferType.Color | (int)BufferType.Depth | (int)BufferType.Normal); Mesh.CreateCube().Position = new Vector3(0, 0, 5); while (!Keyboard.KeyHit(Key.Escape)) { Timing.Update(); World.Update(Timing.Speed); Buffer.Current = lightBuffer; skycam.Rotation = cam.Rotation; World.Current = background; World.Render(); World.Current = world; World.Render(); Buffer.Current = Buffer.Back; Light.Render(lightBuffer); Graphics.Flip(); } Engine.Terminate(); } Now questions on what my problem is: 1. Am I missing something obvious? 2. If not, is there a problem in this code? 3. If not, where do you think the problem is in my wrapper? (I doubt it is) 4. If not, where is the problem in Leadwerks? 5. If not, let's pray together? Thanks a lot in advance. I know you're not used to C#, but it's more than understandable to anyone who can read.
  12. So basically you're saying: "Send the data a couple of times, just in case it doesn't get there."
  13. Is it just me or is Dexsoft down at the moment?
  14. For 3D modeling, it depends on your skill, budget, or whatnot. Blender is a good free solution, although, in my opinion, the learning curve is horrible. I used Milkshape 3D for some things, but I'm not sure everyone likes it. For converting to DDS (the only texture format), there are tools in the download section. You can also use the free Paint.NET and plug-ins for the free GIMP or Photoshop. For making textures, interface, design or whatnot, the GIMP, Photoshop, Paint.NET, whatever. You can also use TGC Texture Maker, which is a good tool, although you will have to save in a format and then convert it to DDS. I'm not much use on 3D modeling because I haven't learned it, but I guess others have suggested pretty good options.
  15. Good call. Let's hope curving doesn't mess this up too much. Will start networking sometime this month for my game.
  16. If the texture loads correctly, you need to make sure its height is higher than 1px. http://leadwerks.com/werkspace/index.php?/tracker/issue-46-not-able-to-draw-texture-with-1px-height/
  17. Only on a flat area, I assume?
  18. For the character controllers, I agree. Although lower specifications support is quite impossible, since some of the basic shaders, i.e. query, require Shader Model 4.0 (unless I'm mistaken, that's what I recall from the previous forum).
  19. That's what I first thought to, but for legal purposes, I needs it to be clear. "just don't sell it". What's "it"? The model or the project?
  20. I'd be quite interested in seeing the code for the radius drawing. Nice job, by the way.
  21. That's sad, it really impacts performance in a game where cliffs are used as separators (i.e. RPG). The more I use LE, the more I realize it was made for FPS.
  22. I don't see why this is an issue, scaling is not functional at the moment. The gizmo size shouldn't affect your work as you shouldn't even change it. Nevermind, I just read you were talking about far away objects. Then yes, you make a good point.
  23. I'm rather surprised that OGL says that automatically, because let's say I'm on one side of a cliff, and models are on the other side, my FPS rate goes down if I look in this direction. Sucky schema: Cliff Models ___/\___ < Camera FPS: 20 Cliff Models ___/\___ Camera > FPS: 50 Even though not one model is visible in the first case, I still get lower FPS. Maybe because it doesn't work with Terrains/Vegetation?
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