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omid3098

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Posts posted by omid3098

  1. looks fun! specially I like your terrain textures.

    just some suggestions:

    - balance saturation of whole scene. for example in your last shot, vehicles are too saturated rather than characters or terrain.

    - maybe it would be better to arrange your army with "just a little" disorder.

     

    keep it up :)

  2. German language is like english..! I don't know why it's hard for Germans to speak english! I can suggest Persian section too!!

    here is my suggestion to support other languages:

    when you want to post a topic, or a reply to a topic, in advance mode, you have a other language text box.

    so you define your target language, and post your description there too.

    original post will be in english and in corner of each post we can have an icon to inform us if this post is available in other language.

    hope you understand my mean.. :blink:

    if you don't I can describe more!

  3. thank you Lumoja,

    2 more questions please:

    - should we do this only in code? or is there any easier way to do this for someone like Game designer? as we tested we should do this with "loadmodel" command and it's hard for game designer to do this.

    - should we detach glasses to separate GMF files or we can move a hierarchy of a model into foreground world?

  4. well we have some cars here and the primary material for their body is Diffuse+Normal+Specular+ some Gloss changes..

    however it's not look like carpaint shader, but we are ok with that as we can't do anything else!

    our biggest problem is glasses.

    as far as I tested about this, we have 2 kind of transparency into engine. one of them uses only 0-1 in alpha channel of diffuse textures (mesh_diffuse_blabla_alphatest)in this case there is no problems during rendering or casting shadows or anything else.. but as this type is only for 0-1, so it should not use for glass like materials.

    another kind of transparency is to use blend=alpha without using mesh_diffuse_blabla_alphatest in shader.

    but this kind of transparency sucks when you want to use is as something like glass. it won't render terrain, some of models, shadows... (or maybe I can not use it correct)

    this:

    texture0="abstract::glasstest.dds"
    clamp0=0,0,0
    texture1="abstract::glasstest_nrm.dds"
    clamp1=0,0,0
    blend=alpha
    depthmask=1
    depthtest=1
    overlay=0
    zsort=0
    cullface=0
    castshadows=1
    specular=2.50000000
    bumpscale=0.300000012
    gloss=0.250000000
    shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag"
    shadowshader="abstract::mesh_shadow.vert","abstract::mesh_shadow.frag"
    

    looks like this (only 0,1):

     

    01.jpg

     

    and this:

    texture0="abstract::glasstest.dds"
    clamp0=0,0,0
    texture1="abstract::glasstest_nrm.dds"
    clamp1=0,0,0
    blend=1
    depthmask=1
    depthtest=1
    overlay=0
    zsort=0
    cullface=0
    castshadows=1
    specular=2.50000000
    bumpscale=0.300000012
    gloss=0.250000000
    shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag"
    shadowshader="abstract::mesh_shadow.vert","abstract::mesh_shadow.frag"
    

    looks like this:

     

    02.jpg

     

    (but WHY?? :blink: )

    This is my diffuse texture

    and

    This is my normal texture

    and I can not use these for glasslike models.

    but as I can see emitters are using transparent dust, I'm looking for something like that in normal shaders to use them as car glass shader which needs cullface for car inside too..

     

    and alphatest results on car, looks like this:

     

    206.jpg

     

    and I'm too tired to make blend=alpha again! but it was worse than it's 2d plane!

    finally any kind of tips or suggestions to improve car shaders would be helpfull here.

  5. really bad news pixel.. I wish the best for you and your project. you are the most perfect pixel I've ever seen! :unsure:

    [sad..]

    I think leadwerks needs more and more and even more staffs for engine development and support..

    I really don't want to discuss each 5-6 months with my team members about same topic..

    Josh, I know that you are trying very hard. but believe me, you are not enough.

  6. but Dave is using his own road textures without any problems (I'm checking his blog right now).. I can't find out what is wrong with my texture :)

    or maybe he is using different version of LE? (I'm in 2.31)

  7. I think my roads are always specular.. (I can't trust my eyes after 11 hours of modeling and texturing!)

    almost checked any way I could imagine.. with pure black alpha channel in normal texture, with pure white alpha channel in normal texture, using only diffuse shader, or even reducing shininess of terrain texture!

    so what do you think?

    mesh_diffuse:

    Diffuse.jpg

     

    mesh_diffuse_bumpmap_specular:

    Bumpmap_Spacular.jpg

     

    all damn results are exactly like these damn shots!

    is there anyone with same problem?

     

    PS. I need this emergency, so if you know "anything" related, please let me know.. :)

  8. only diffuse texture changed in second image.. actually I didn't even checked whether normal texture has alpha channel!

    however I don't think this change results. because all billboards were the same color. and normally they were not in correct direction to reflect sunlight..

    I have plan to paint some back paints on them these days. then I will play with specular channel too.

     

    thanks for the point..

     

    Edit: I didn't checked for other lighting environments. but I will..

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