Jump to content

VeTaL

Members
  • Posts

    1,272
  • Joined

  • Last visited

Everything posted by VeTaL

  1. Is there any possibilities of this?
  2. vec4 ambient = gl_LightSource[0].diffuse * (1.0-falloff) * 0.25 * diffuse; gl_FragData[0] = ambient + (lightcolor * diffuse * attenuation * shadowcolor) + (specular * shadowcolor); Thats ok.
  3. Got a crash.. working on it
  4. The problem is that i cant find linking between light and shader. So, i created copy of Leadwerks Engine SDK\Models\Entities\Light\Point\ and called it Leadwerks Engine SDK\Models\Entities\Light\PointArea\ then i renamed all files into light_pointArea now i'm searching for linking with pointlight.frag (i want to create pointlightarea.frag), but total commander says that there is no text "pointlight.frag" in folder Leadwerks Engine SDK\Models\Entities\
  5. Found old thread and wanted to make Area light and share it for community, but new version is differs from last one Now, pointlight.frag consists of 122 lines
  6. Can you attach download link for new wrapper version, if possible? Yesterday i decided to look through C# wrappers and i was lost in le.net and leadwerks.net
  7. Just wanted to add own 5 cents. In old Gamestudio magazine, it was said that there are three types of weapon: - raytrace (crossbow in Half-life with zoom) - physic bullet (crossbow in Half-life without zoom, mashine gun and so on) - grenades (you know, what i mean ) - actually, this is physic bullet with huge mass and low speed So its for you to chose, which solution suits you best
  8. he-he Okay, looking like, a choise with composite model is the best as is solves both questions
  9. I'm also thinking about composite models: afaik, in Crysis different enemies was constructed in such way, with different legs/bodies and so on. But how easy it would be to animate?
  10. I just used MoveWindow(GetConsoleWindow(), 0, 10, 800, 600, TRUE); This prevent from apperaing console window under main render window.
  11. Okay, attaching model to bone is solved (sword, shield and so on), but what about attaching body armor/helmet? 1) About armor: looking like animator should create a speshial bone, which should indicate body rotation. i'm afraid that position of person's shoulder will differ from position of armor's shoulder. 2) About helmet (same for gloves and so on): as he is attaching on the head, the head is not visible (or hand in case with gloves). Wouldnt it be a waste of polygons? Or its better to create separate models and just cnahge "head" -> "helmet with face", "hand" -> "glove" ?
  12. EntityParent(sword,FindChild(mi1->GetModel(),"Bip01 R Finger0"),1); Really, this works nice.... such a stupid mistake Thanks, macklebee, for your time
  13. 120 fps with no decals 103-105 with 1 decal 96-99 with 2 decals 88-91 with 3 decals 85 with 4 decals 79 with 5 decals 74 with 6 decals
  14. http://broniac.blogspot.com/2011/06/deferred-decals.html Didnt read it yet, but looking interesting.
  15. I'll test, maybe if you attach to finger, there is nothing to break... and if sword is attached to Spine - all other hieracy is broken... i'll check your variant
  16. I'm talking about this ( http://www.leadwerks.com/werkspace/topic/3460-equipment-attaching/page__view__findpost__p__31510 ) Did you used EntityParent or SetEntityMatrix ?
  17. 2 Flexman: I used weapon from here http://www.leadwerks.com/werkspace/files/file/214-2-medieval-weapons/ macklebee is right: //The origin was in the middle of the blade, instead of at the middle of the handle. The main idea of delta-movement and delta-rotation was in correction.. but as you said that this is great information to sum up the most number of attaching questions. PS: but i'm missing nice-working Parenting, it should be more productive
  18. Second test: SetEntityMatrix(sword,GetEntityMatrix(FindChild(mi1->GetModel(),"Bip01 R Hand"))); this works fine, no need in 3 points... but i wish parenting get work: while attaching there is need in delta-position So, now i will need to add delta-matrix to sword's matrix every frame... if parenting would work as expected, i will need to add delta position only once, while parenting
  19. I decied to use not "division of the segment in a given ratio", but equotion X = (1-A) * X1 + A * X2, where A comes from 0 to 1 This works, but no instancing: looking like i really need to find someone, who knows shaders well
  20. Okay, i know that the best way of doing this is shader, but.... I have model of fat and thin face... now i want to get a new model: i get every vertex of first model, then from second model, got an equation of "division of the segment in a given ratio" and a coefficient (A). if A = 0 then each vertex of new face is on the place of vertex from first face (they are similar) if A = 0,5 then i have my own face - between first and second if A = 1 then my face is similar to second face The question is: do anybody work on this before using Leadwerks? Is this idea effective? And what about instancing: if i would move one vertex of instanced model, wouldnt all other models change?
  21. But honestly, i think attaching should be in next way: we're taking vertex 1 on the hand and placing sword there. then we're taking vertex 2, make vector and align word with that vector at last, we're taking vertex 3 to create third point, which would fix our sword in all 3 dimensions
  22. Dont think that its expected to work in this way - looking like a bug. Added to bug-report - i think, Josh should check it ( http://www.leadwerks.com/werkspace/tracker/issue-185-5-parenting-to-bones/ )
  23. VeTaL

    Decals again

    Bug-report is updated, hope Josh will fix it in the nearest future
  24. Warning, achtung, внимание !!! Take out your wifes and childs from monitors. The first test starts: TEntity sword = LoadModel ("medievalweapons_longsword.gmf"); EntityParent(FindChild(mi1->GetModel(),"Bip01 Spine"),sword,1); Control: press 1-2-3 to run different animation loops. Starring: crawler, sword. :D
×
×
  • Create New...