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Posts posted by shadmar
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I just repeat it seems
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This will create a multi-dimensional array of 10 x 10 with every value set to zero:
myarray = {} for f=1, 10 do myarray[f] = {} for g=1, 10 do myarray[f][g] = 0 end end
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This works now. Thanks!
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yes it should also be visible in your hand I guess.
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1. Gather 5 grass (just click on them check in inventory (I) how many you got
2. Make rope (click C to get up crafting screen)
3. Gather one stone, pick up from ground
4. Get one stick (hug a tree)
5. Make basic axe , click C to get up crafting screen
6. Chop down tree, collect the wood (right click the axe in inv to equip it)
7. Make fire, click C to get up crafting screen
8. Drag wood from inventory onto the fire (ring of stones) (drag two of them)
9. Drag flint onto the fire to lit it
10. Now add more logs to increase fire.
11. From inventory drag the chicken and fish to the fire to cook them
12. Eat and survive the night (rclick the cooked item in inv to eat)
13. Collect berries or make a fishing rod to catch fishes. And keep on living
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We don't really load any map, only a flat terrain and 3 prefabs, rest is loaded/generated in code.
So for every item genereatd in code, increment loadingbar a tiny bit then draw and sync.
For example we have 10k trees, 5k grass etc..
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I would like to get a brushes' surface and material, like you can on models and entities. It would just be consistent I'd think.
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You can do brush:GetFace(0), but still no path to material
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Well, I'm working on the automatic setting of cubemaps for substances, which are all fine on models, but on brushes it gets complicated when you can't get to the material, thanks for the effort and example mack.
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I was sure I had done this before, but I'm stuck.
This is my entity script attached to the brush:
if self.entity:GetClassName()=="Brush" then tolua.cast(self.entity, "Model") System:Print(self.entity:GetClassName()) -- still says brush, so I cant get to surface System:Print(self.entity:CountSurfaces()) -- crashes, since it is still a brush end
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I think this looks more like carpaint yes.
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Looks to metallic, I think carpaint material should be less chromatic and more like the billard ball example.
See how under Materials/Substances/Misc
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Is it beacuse of the rotation you want to use buffers?
You can rotate 2d textures using a shader and a mat2 rotation matrix with drawimage, but I don't think I get it what it is you want to do
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I don't understand what you are trying to do.
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If we could have added a function like this, it would allow us to build on-the-fly cubemaps from the running scene, allowing reflection setup for substances (if only for a one time render). But I cannot currently build mipmaps for a cubemap texture in lua, only in cpp if I add this:
static int BuildCubeMipmaps(lua_State *L){ int argc = Interpreter::GetStackSize(); Texture* t; t = static_cast<Leadwerks::Texture*>(Interpreter::ToObject(1)); //texture sent from lua t->BuildMipmaps(); Leadwerks::OpenGL2Texture* gl2cubeTexture = dynamic_cast<Leadwerks::OpenGL2Texture*>(t); glActiveTexture(gl2cubeTexture->GetGLTarget()); glBindTexture(GL_TEXTURE_CUBE_MAP, gl2cubeTexture->gltexturehandle); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glGenerateMipmap(GL_TEXTURE_CUBE_MAP); return 1; }
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What do you mean by rain should be better quality?
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You just gave me an idea!
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If you want to render your scene 6 times to get some super accurate reflections be my guest, but I'm not doing that :-)
I think pre-rendered cubemaps are still the most used method.
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Just use the ssao.lua
Don't use both.
Don't use ssao.shader
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Non metals like wood plastic and brick (courtesy of tjheldna):
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SD exported metals (courtesy of ScrotieFlapWack), silver,copper,steel mats rendered in LE
I will call them metal and gloss shaders, even tho they look like PBR they are not doing all the energy conservation stuff, only the gloss and reflection + ambient from cubemaps and fresnel term.
Reflection and specular reflection/gloss are blurred/spread based on roughness map.
Amount of environment reflection are based on metalness map.
SD mats originally rendered in SD looked like this:
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Does setting it recursivly work?
SetMaterial(material,true)
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Yes, animation will only play if you use an animation (skinning) shader after import to Leadwerks.
How can I make this look better
in Game Artwork
Posted
Use the new env-probes