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Posts posted by shadmar
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And a realtime shadereditor :-)
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r244 - You can now be killed, so watch out
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That looks like physx cloth physics (metallic deformation)
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I find the model offers very useful.
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Lol.. I knocked him into the cokemachine He is stuck there, butstill going for me inside. Undocumented feature
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Using drawimage()?
Do drawimage use any shaders?
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Shaders extension pack for LE2 with a mat gallery, and zombie AI for LECP.
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abit expensive( I don't have it), but with 3dxchange5 and an export license the animations and character are royality free for game usage.
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Hey MG, that seems to work really great :-)
Are you planning to share it for those who might have the Dark AI?
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Irfan and paint.net, I also have the Lexar edition of paintshop pro pro X
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That would be nice
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Basic zombie killing now possible in r188+ using a 9mm or bat.
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Wow very nice scene
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You already have the fastest surface/box modelling app -- Silo2 (even if it is abit buggy still)
Too bad they never got to animation. Hexagon 2.5 is free now, aswell as Bryce and Daz studio.
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Many thanks guys, I think I'll go with the raycast option seems to work pretty good from my initial tests, I couldn't make the GetBodyVelocity to work at all.
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forgot to say, each crawler uses a character controller and all logic goes onto the object:Update()
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Here are 50 animated crawlers wandering randomly about, they are afraid of the camera and will freeze and then run away from it if I get close (flee)
They have small randomness to them so they doesn't look uniform even if you line up all 50 using the same idle animation.
But as I let them wander about, some of them keeps walking into the sides. I want to have them change direction if their speed is low (almost stuck).. But how can I determine the moving speed of each?
I'm using the editor and the crawlers AI is selfcontained in it's own lua script.
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Hi
I'm makeing some basic animation and A.I for the crawler as an self contained object.
I am using the charactercontroller and noticed that you can input move and strafe in
controller:Update(camRotation.y, move * moveSpeed, strafe * strafeSpeed, jump, 40 , 10, KeyDown(KEY_LCONTROL))
Any tip on how I can always move away from the camera if I know the camera position and the controller position using controller:Update() ?
I want he controller to flee from the camera sort of.
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Try this one, it adds every texture 3 times, one as before, one as 1/16 and one as 1/64 and blends.
Replace the one in shaders.pak terrain.frag (backup first)
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Some nice shots there Pascherik.
@roland & pixel, how many layers would be enough ?
One technique I've used before is to use several of the same texture at different tilesize, this way it looks good upclose and from far above. Still five textures, but applied several times at different resolutions, like 3 for sand, example, one streched (1 tile), one at 16 tiles and one at 256 tiles.
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Not sure. Shader model 3.. Gforce 8400 ish and above maybe?
@meta. Can I do this in the editor?
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Yes, but it doesn't render correctly.
How Can I Set Intensity Property...
in Programming
Posted
You can always hack the shader ...In the oceans frag find :
add below
Where you replace the RGB using float values in ranges 0..1 normally, but try 1,1,2 for extra blue, or 2,2,2 for twice intensity, but as Meta says they will probably look abit burned if set too high.