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Everything posted by VeTaL
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Thanks
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Is there any possibilities of this?
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vec4 ambient = gl_LightSource[0].diffuse * (1.0-falloff) * 0.25 * diffuse; gl_FragData[0] = ambient + (lightcolor * diffuse * attenuation * shadowcolor) + (specular * shadowcolor); Thats ok.
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Got a crash.. working on it
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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\
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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
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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
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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
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he-he Okay, looking like, a choise with composite model is the best as is solves both questions
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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?
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I just used MoveWindow(GetConsoleWindow(), 0, 10, 800, 600, TRUE); This prevent from apperaing console window under main render window.
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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" ?
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EntityParent(sword,FindChild(mi1->GetModel(),"Bip01 R Finger0"),1); Really, this works nice.... such a stupid mistake Thanks, macklebee, for your time
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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
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http://broniac.blogspot.com/2011/06/deferred-decals.html Didnt read it yet, but looking interesting.
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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
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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 ?
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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
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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
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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
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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?
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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
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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/ )
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Bug-report is updated, hope Josh will fix it in the nearest future
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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