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L B

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Everything posted by L B

  1. It can move between pixels, however it cannot stand between them. But we both understand this.
  2. Logically, a mouse cannot stand inbetween pixels.
  3. http://www.leadwerks.com/wiki/index.php?title=File_System#SetZipStreamPassword
  4. I doubt it has to be saved, since the documentation shows a curve of variation with different points. This has to be calculated in real-time, or else it would have choppy/no transitions between the different settings (unless you save a really high amount of this).
  5. That might be it. Actually looks pretty neat.
  6. Harsh tip, sorry, not intended: For static geometry, export in obj, and use obj2gmf.
  7. SSDO? Changed name? And mind giving us a little detail on the "dot3" format?
  8. I call paralax, tesselation wasn't there in the time of that screenshot.
  9. While Googling Betke, I stumbled on this; Pay attention to the cliffs on the left, and tell me why I can't reproduce a similar effect, no matter how I try. I also noticed that AA brings a great deal of smoothness and integration, but that's supposed to be somewhere in 2010 (my annoyance about it will therefore start in about 15 days EDIT: Don't you think the oak trees have a somehow darker center than the outer parts, which make them look really good? What could cause this?
  10. L B

    C# Framewerk

    By the way, how soon can I expect one. If it's too long, I'll just make my own version.
  11. L B

    C# Framewerk

    Will be waiting for a BMAX DLL then.
  12. You need version 2.3 for the new editor, which costs 50$ as an upgrade. You will then receive the files.
  13. L B

    C# Framewerk

    Heh, that's what you get for praising C++
  14. L B

    C# Framewerk

    I agree with this fully. Either Josh or Mika, PM me when you're done with one of your DLLs.
  15. L B

    C# Framewerk

    That would do and would be more efficient than managed code. (Also more efficient on my mental sanity). Although people might complain about adding in their own effects, and access to variables might not be perfect (i.e., not enough gettings for the options in FW, only settings). In any case, if it's short enough for you, it would be a great [perhaps temporary] solution.
  16. L B

    Glow Shader

    Would you please make render comparisons of the same scene in LE and CE? I would love to see the difference. We could spot what's different and adapt.
  17. L B

    Framewerk

    The tutorials for post processing explain how to do what Framewerk does. In short, use Freamwerk instead.
  18. L B

    C# Framewerk

    Bumping this as I started working on it. I hope it will give the same results as in C++/BMAX. Notice that these are the 2 popular languages, mostly because they have Framewerk in my opinion. Framewerk+C# will be a great improvement for .NET development in LE.
  19. Entity.NullPointer is a redef for IntPtr.Zero.
  20. This is honestly a mistake from my part, thanks for pointing it out. Until I update it on the website, you can use Mesh mesh = (Mesh)new Entity(Core.CreateMesh(Entity.NullPointer)); Sorry, I don't know the VB equivalent to this.
  21. L B

    .NET Headers

    The source code for this wrapper will be released with the C# Framewerk. ETA? IDK.
  22. L B

    Glow Shader

    I think there's something no one has achieved yet between Crysis visuals and LE visuals, although I really can't figure what it is. We technically have the same features. What makes it that we have this: And they have this:
  23. I would add the atmosphere, but I need to code Framewerk in C#, which is not an easy task. I would also add some ground cover as you suggested, but I have found the ground cover provided in your (wonderful) pack not quite fit for MMORPG-style bushes and such. Too subtle, probably more useful for FPS, which is what you design for. The model will not even be used in the final game, but only for testing, so I could care less. But thanks for the comments [by the way: If ever you feel like making some MMO ground cover / old (fable-style) fence models, make us know I'd be glad too buy them] @Josh: I know there is an improvement between 9600 and 9800. I'm just wondering how big it is.
  24. L B

    Glow Shader

    Indeed. I think desaturation is massively used in AAA games and brings a graphical addition that we usually don't suspect.
  25. L B

    Glow Shader

    As used in this picture: http://origins.muboo.net/ This was made with the GIMP "soft-glow" filter. Applies really fast, I don't see why it couldn't be real-time. Basically boosts whites and desaturates I think. Of course, in a gameplay environment, the white boost could be much lower, but I think the effect is nice. By the way, this is not necessarily a feature request for Josh, but for anyone who enjoys GLSL.
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