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Posts posted by omid3098
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very good!
I'm wondering how good are leadwerks shader developers.
you, aily, eternal crisis and others...
I wish some day I found you guys working on one material solution.
keep rocking guys! \m/
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thank you very much. this really simpler than Rename Master!
today I have to rename 567 GMF files!
I don't know if you have any times or plans to develop it. but to be able to remove some parts of files, I need to place blank in "Rename to" Section please!
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thanks again...
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I usually use that preview for big jobs.. not for fixing small details! and it would be better to work with low strength paint brushes inside editor itself! not to paint on preview window and keep eyes on editor!
but thank you for your suggestion!
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are you serious?!
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can you explain more please?
terrain is 2048*2048 with Altitude set to 500, I can get good results with paint brush by low straight. but painting whole terrain to make them all smooth is " "! it's pain..
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@ Alessandro: yes I have LOD for them..
@:
First: I know you will not implement this in current version. And I don’t want to bother you with useless suggestions. It’s enough for me, if you just consider some of these Ideas or pick some point from game developers problems. And it’s not actually matter for me, which version will you use them.
However I think for leadwerks having some good quality games in markets is better than having good engine without any games on markets. It will take “at least” 6 months to finish LE3, after that it will take at least one year to develop a good quality game with that. And you know after this long time game technologies WILL change and same cycle may repeat.
Second: you consider your problems and I consider mines. I know I have to make my game using 2.32r5, and before I post any feature request or something like my previous post, I clearly know that it will not be in my game. Hopefully some bugs will be fixing for me, nothing else. Hope you got me.
So please take this kind of posts easy. they are not for making rush.
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about original post:
I guess vegetation system don't uses this culling method.
accidentally I checked this today:
as you can see tri count is both images are almost the same.
is that because of leaves transparency?
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Thank you Dave, but I think the problem is with Lua Code..
it generates mesh somewhere else:
did you used "Decals for Editor v 0.1"
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anyone?
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oops!
now it works fine.. normal window ~ 40
full screen ~37
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first pc
your latest release id 28kb?!
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I got 20-30 in window mode and almost 6-7 with fullscreen mode.
sounds was strange?
my specs are in my sig..
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has someone else any bugs in 2.32r5?
more then a specific height (almost y>150), decales are not visible.
same settings and textures works fine in 2.31
terrain is 2048*2048 (checked into desert highway too)
also Dave has a decal_Mud model. but it don't have any problems.. (however I think he used first release of decales)
I'm really confused.
material is a simple difuse:
texture0="abstract::0d_decal_beachsand01.dds" clamp0=1,1,0 blend=0 depthmask=1 depthtest=1 overlay=1 zsort=1 cullface=0 castshadows=0 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag"
PS. terrain altitude is 500. I think that is related is someway..
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almost all versions have something strange.. the best choice before LE3 should be 2.32r5 as it is still under bugfix and probably you have better performance/quality/features there. I know there is some WIP project in forum, and if all of them use same version, maybe they can support each other too..
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good job as almost always!
I preferred to see ground with parallax shader..
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you are amazing! THUMBS UP!!
keep rocking...
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so please let us know what you got.. [thumbs up dude]
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yes, I know.. it's what I'm using right now.. but speedtree uses exactly billboards for leaves in some of its trees..I checked many tutorials about making trees and some of them used this technique too..
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Thank you very much!
let me check it..
I found that lots of speedtree leaves have billboard shader. and as my trees are little **** right now(!) I have to check them with this technique..
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maybe no one knows how to do that!
we want to use 2.26 water shader in 2.32 but no one knows!
we want to use 2.31 SSDO in 2.32 but no one knows!
we want to use billboards but no one knows! (maybe some one knows but no one replies!)
bla bla bla .... but know one knows!
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anatomy, anatomy, anatomy! I went a wrong way, you don't go that way!
there is many helpful anatomy references, just draw them first with simple lines and try to attend analogy..
if you don't have enough time for these, just use ready base meshes. you can find many of them for free, or use makehuman and sculpt on its models.
and for each part of sculpting process, don't forget to put a reference beside you.
do hairs after all parts.
btw her face is so cute!
Missing terrain
in General Discussion
Posted
here we had something simillar. and we thought it was because of roads..