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Flexman

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Posts posted by Flexman

  1. Some guys in a big truck just came to collect our garbage. When you forget to leave the bin out on the sidewalk, the language used is often "stuff!" or "****" or "bugger" followed by a flurry of running down the stairs, doors flung open and thunderous plastic wheelie bin noises.

     

    In C++ you can just leave a pointer to the bin on the sidewalk, but you have to remember to remove it later.

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  2. Funny you mention that Rick. I was just replying to Engineer Ken's remarks about ME3 on the front page.

     

    Graphics certainly seem to be the big attract but so too the name brand. Even the hint that Minecraft creators "Scrolls" game might somehow damage "The Elder Scrolls" had lawyers scuttling around. How much does that cost, it cuts into shareholders profits that kind of BS.

     

    Maybe it's a case of you can't please everybody?

     

    Certainly I'm a huge advocate of game mechanics before anything else, all of the greatest game designers come from board game backgrounds. Sid Meier, Jackson, Livingstone, Molyneux, Raph Koster. Games not nVidia poster children.

     

    It might be priorities, certainly I've seen comments about my project from what you might call "hardcore wingnuts" who just seem to care about "repeating textures" which makes me think some people really have lost the plot. Early simulation games were driven by gameplay mechanics, Falcon 3, F19 Stealth, M1 Tank Platoon. Nobody makes games like that anymore despite being highly successful (and no co-incidence that they mostly came from the company co-founded by Sid Meier). You see some boom and zoom jet fighter game or tank game and it's the most insipid rapid fire action-film genre game you can install. Thing is, you can still have AND have some game behind it but nobody cares enough. I blame movies for a lot of the rot in game design.

  3. In best Darth Vader voice, "Graphics do not concern me Admiral".

     

    One of the game quirks of Elder Scrolls that really annoyed me was getting arrested for stealing a plate or some other object I had no interest in, just trying to click my way around to look at things. I went from upstanding citizen to fugitive simply by clicking a plate in an inn. There's no method to explain to NPCs that it was a mousing issue.

     

    So I really hope they looked at that stupid nonsense and didn't simply blow insane amounts of money on just improving graphics and filming live action advertisements which look like they could have been made for (and I quote my son here) "an anti-dandruff shampoo"

     

    Just watch it and forget Skyrim. And come up with your own products, it's quite entertaining.

     

  4. I'll give it a go and if it's stalling the pipeline too much I'll have to fake it, I don't think there's another way to get feedback on partial image contrast. Unless I can fake it using the AABB and lighting conditions but the idea is to be able to look at a texture of a window and have it able to "step outwards" till it either has bounded the window or fails from poor image contrast or image instability.

     

    Cheers

  5. I need to read the pixel intensities in a TBuffer, only a small number as I need to simulate how a sensor looks at the centre of the image and works out where sharp changes of contrast occur (to create a tracking box around a moving image based on visual information only).

     

    I see it only needing to s looking at 4 pixels ever other frame and step outwards until it finds an intensity of more than 20%.

     

    I wonder if anyone has any caveats I should look out for with regard to video cards and pixel formats in Leadwerks engine. Would HDR muck this up given that I'm reading from a buffer I created using just COLOUR0?

  6. I think FRAPS has a codec you can download. I've only used LIghtworks to edit non Fraps material so I can't answer that question Rick. That would be a bummer if it's not compatible.

  7. I use a consumer edition of Vegas which is inexpensive for what you get. Very easy to pick up and use.

     

    But I'd recommend Lightworks too. As Brent says, non standard, higher learning curve but does a good job, looks pro and free.

  8. Thanks Ken for taking time out to make those and put them up for the community.

     

    I have been using quite large CASE statements myself but easier on the eye with careful grouping. I like the code Rick posted, that's quite useful and not too dissimilar from a special FX system. Never considered it for networking.

  9. Flexman have you ever seen this thread and shader? http://www.leadwerks.com/werkspace/topic/607-non-instancing-copy-command/page__p__5296__hl__instancing__fromsearch__1#entry5296

     

    Bottom of 2nd page he has the shader file. It lets you have a giant texture that stores all the different skins and you control which section of this giant texture to use from the alpha value of SetColor I believe it is. His video that he links to seems to no longer be online but in the thread he should write the usage I think.

     

    Thanks for that great link Rick.

     

    I thought about something like it, using the vert colour as an offset. I don't know how practical it might be for a helicopter with large textures but there might be something in it (a decal atlas or some such).

     

    Thanks again.

  10. Dunno how that happened. I deleted the instance leaving the original intact. However your message still contains a reference to it therefore the forum is now unstable and could crash at any moment.

  11. ..masked cubemap+normalmap(animated rain drop) will do just fine..

     

    OK that makes sense. This would need to be applied to every exterior material when it rains.

     

    It's possible to do this with a post-processing shader that perturbs the normals using an animated texture and a calculation of the surface normal.

     

    Sounds too easy, I bet there's a catch. Besides my shader programming isn't savvy enough to do this in a reasonable amount of time but the principle seems sound.

  12. What's the general approach to achieving the "wet look" with a deferred renderer? Making rain particles is straight forward, I'm interested in objects/terrain.

     

    Here's a Unity Plugin video that is sort of the look I'm after...

     

    This would be nice too, although I shudder at having to supply yet another texture map for materials to achieve this. This is an image from another rendering system that has a nice puddle/wet effect.

     

    6175.asphalt.jpg

     

    I'm thinking one might create in Photoshop a tillable 'render cloud" image that could be used as a specular mask. Any thoughts?

    I added a specular modifier to the terrain shader which isn't too bad, with particle rain and SFX it's not too shabby but not great either.

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