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karmacomposer

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Everything posted by karmacomposer

  1. If I add the following to my code: fw.renderer.SetBloom(1) Then I get a unhandled exception error: Failed to compile fragment shader object The following does work fine (note the Bloom is commented out): fw.renderer.SetAntialias(1) 'fw.renderer.SetBloom(1) fw.renderer.SetGodRays(1) fw.renderer.SetHDR(1) fw.renderer.SetSSAO(1) fw.renderer.SetWireFrame(0) fw.renderer.SetFarDOF(1) fw.renderer.SetFarDOFStrength(1) fw.renderer.SetFarDOFRange(25, 100) fw.renderer.SetSaturation(0.1) fw.renderer.SetBrightness(0.5) fw.renderer.SetContrast(1.5) fw.renderer.SetDistanceFog(1) fw.renderer.SetDistanceFogRange(0,10) fw.renderer.SetDistanceFogColor(Vec4(1,1,1,1)) fw.renderer.SetDistanceFogAngle(0,45) fw.renderer.SetWater(1) fw.renderer.SetWaterHeight(-1.25) fw.renderer.SetWaterColor(Vec4(0.75,0.75,0.75,1.0)) fw.renderer.SetReflectionElements(ENTITY_MESH+ENTITY_TERRAIN) fw.renderer.SetWaterAmplitude(32.0) fw.renderer.SetWaterWaveSpeed(2.0) fw.renderer.SetWaterSoftness(1.0) I updated Leadwerks using the LESDK utility and it updated many files including the shader.pak I had downloaded a few of the user-created shaders (like lensflares and vignettes) and tried to combine that with the existing shader.pak and it did not work - so I replaced the edited one with the original shader.pak file that I had backed up. Ever since then I get this error. Even using the download utility did not fix it and I get these errors. I do want to use Bloom. This is being done in BlitzMax. Everything compiles just fine otherwise. I am using the 3rd person to FPS script that was graciously made available in the asset download area. I just made some additions. What am I doing wrong or why is this happening? Mike
  2. Bmax coder here. I would use Bmax for this - so same question: Can we use Bmax to code all features of LE3? Mike
  3. Someone I know is interested in Leadwerks, but will not buy it without a demo. I don't see one - where is it? Mike
  4. How do I add a motionblur post effect to that script? I was able to get DOF working, but not motionblur. Also, how do you add lens flares, fog, vignette/dirt? Lastly, what tool do you use to add .frag files to the shaders.pak? I tried winrar and winzip and neither would work. Thanks again. Mike
  5. I appreciate it. AWESOME work! Thank you for this. Mike
  6. I checked the Asset area and this did not exist. I also did a search and did not see anything like this on the Forums for BlitzMax. Instead of totally re-inventing the wheel, [sOLVED] does anyone have a FPS and/or 3rd Person template script for BlitzMax? ---> Does anyone have a Flight or Space template? Thanks, Mike
  7. I do have a problem with transparency in LE 2.5. I have some 3D objects that utilize billboards and have textures where black is supposed to be transparent. I convert them to .gmf using uu3d and when I bring the object into Leadwerks Sandbox the transparent part of the textures are not transparent. Is there commands I need to set for the object or is it supposed to come in transparent and something is wrong with my models? Thanks. Mike
  8. That is EXACTLY what I am looking for - thank you. Mike
  9. Stop posting in every thread. Once is enough. Mike
  10. Very upsetting that all these great new features will never make it to Leadwerks 2! It's almost like you dumped it and threw it away because a new toy is about to be released. Grrrrrr. Mike
  11. Can anyone give me direction on this? It will be part of my first level, so I need to know if and how I can create rotating flashing emergency lights. Mike
  12. Fortunately, the game will not have you cruising the cosmos. Instead, it is location based. Inside the broken space ship, that is really a inside level with space scenes out whatever cracked and nearly crushed windows still exist. Getting to the space station will be an outside space scene, but your travel is somewhat limited since I want them getting to the space station. After the space station, it's mostly effects and terrain-based. That reminds me. Can Leadwerks be used this way? Part 1 is inside, Part 2 is in space and the rest is world-based. I may make more space-related scenes, but none of them would have you traveling massive distances. That said, I do want the trip from the broken ship to the space station to appear VERY VERY far away and the planet below to be farther than that, so tiny scale will probably have to happen. There is always the old trick of creating a very large sphere and having the user's ship in the center of the sphere. The sphere has space blackness and stars as its texture and looks very far away and all around (throw in a few nebula - or make those with particles). Then you move the sphere along with the user (parented) to simulate as if you are moving vast distances when really everything is coming to the user. Mike
  13. The story is going to go from a broken, shattered space fighter to an alien infested space station to a planet that faces possible anhialation. Earth was destroyed by the same reptilian-like foe and now this planet falls under their shadow. The primitive people that live there are not advanced and have no real weapons to speak of. If and how they survive will be up to YOU. If you succeed, will will be known as their Saviour. That's a game idea I wrote 20 years ago. When it first came out, I tried to create this in Blitz 3D but only got so far before major problems stopped me. I am going to try again with Leadwerks 2.5. I think this time I will succeed. I have more knowledge, better and more efficient ideas and most of the 3D objects needed. Mike
  14. I am finally getting started on my project and the 1st part of it requires space physics (no terrain, flight-type motion and lack of gravity). I assume Leadwerks can handle this? Mike
  15. Depending on how I can script it and whether Leadwerks can handle my needs, I am creating my long-awaited game project, Saviour. Saviour was thought of 20 years ago and it has taken almost this long for the game technology to get to a point where it could be done (and I could code it). You are a lone fighter pilot who lost a losing battle in space. Earth has been destroyed by an alien race. Humankind has been eradicated - except for YOU. As the main character, you wake up in your broken space fighter, running out of precious oxygen with no fuel left. You are stranded in space and the nearest object is a now-defunct space station hundreds of miles above an unknown planet. Through a narrated storyline, you 'play' the novel and the choices you make change the story in realtime. Unlike other projects in this genre, where the most you can do is walk around, in Saviour you PLAY the story, have to figure out puzzles and problems. Your decisions can save you and an entire civilization. Make a wrong move and you can perish. Figure things out and you could be known as Saviour! I am excited to bring this project to the Leadwerks engine. The game begins in deep space and ends up on an alien world. Hopefully, Leadwerks can handle space physics. It can certainly handle terrain. The MOST important thing for me are triggers, since they will be used to fire off the storyline. I will post more here as I get into creating this. Mike
  16. Ummmm . . . I have a hard time with intermmediate math, no less computational transvoxel warp drive mathematics (or whatever it's called). I wonder if there is another editor for voxel landscape design? One that does not require c++ knowledge? Mike
  17. Holy **** I want that! $10k to $60k to license. OUCH! Not happening . . . ever! Mike
  18. Can you create rotating flashing lights like on police cars with Leadwerks lights? Would that be static or dynamic? Mike
  19. Oh. Well that kills that. Anyway, just loved that map and it was really similar to what used to ship with Unity's Island Demo. No worries - does not matter. I have tons of 3D foliage and island models and will just create my own. Not that I need one for the project I am starting, but it's fun to walk around the island. In fact, all of my future questions, for a while, will be space centered, as the beginning of my project starts in a derelict spaceship and the main character is going to have to figure out a way to get to a space station that is far in the distance. So i'll have to figure out player gravity and flying, not to mention space skybox / sphere map and more. I'll have my hands full for a while. What worries me is all this talk about LE3 as if LE 2.5 is dead and buried. I have no intention of upgrading to LE3 since it will more than likely be out of my price range and not have the 3D features of LE 2.5. I really am not going to develop for mobile platforms and if I do, I have other engines that supposedly can do it. Am I wrong or is LE 2.5 non-supported / dead? If so, i'll stop now and use something else that is supported. I just like the idea of using either BlitzMax, which I own, or Lua, which does not seem that difficult of a scripting language. Mike
  20. I have solved my problem by dumping 3D World Studio and using DeleD instead. Mike
  21. I have decided to dump using 3D World Studio (sorry Josh), I just could not get scaling correct and texturing was just wrong. Instead, my workflow, which I have now figured out, will be DeleD for all scene creation and the Collada exporter plugin with a scale of .05 for massive models, .03 for medium sized models and .01 for normal sized models (based on how they look inside of Leadwerks), UU3D Pro is then used for exporting to .gmf and converting all textures to .dds. This combination works perfectly for me and also scales the textures with the models. DeleD has a lightmapper built in. Mike
  22. No, i'm actually serious. In my maps folder is the tunnel, arctic and road maps. No island. I remember it from a long time ago and was very surprised it is not available. Do YOU know where the link is. I did a search through these forums, but I could not find a download link. Mike
  23. I'm creating 3d objects for my story/game and I noticed I could lightmap the objects and bake it in. However, is this counterproductive in Leadwerks? What do you think?
  24. Hmmm. Texture did not scale down for me. Mike
  25. Hmmm. 128 to 1. So in 3D WS it's 128 times larger than in LE. How do I scale 128 down in LE? Mike
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