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shadmar

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Everything posted by shadmar

  1. Strange, not sure hat would cause this in 2.43. Edit: tested in 2.43, everything seem fine when I test it here.
  2. Wow those look very realistic! Nice work
  3. 0.8 uploaded. -Added normalmaps and foam maps from Pure3D -Fixed tiling, tiles perfectly on 512 -Added normalmap and foam slightly scroll sine curve -Added color controls for shallow and depth -Normalmap animated shifting xz every second.
  4. From what I can see the default LE terain shader uses 16 textures, but you can't use all those for different stuff like rock,grass,snow,sand etc.. So basic RGBA blend is used here too.. I would guess with accompanying bump textures, and base color texture. These are the textures fetched in terrain.frag : uniform sampler2D texture0;// texture0 uniform sampler2D texture1;// bumpmap0 uniform sampler2D texture2;// texture1 uniform sampler2D texture3;// bumpmap1 uniform sampler2D texture4;// texture2 uniform sampler2D texture5;// bumpmap2 uniform sampler2D texture6;// texture3 uniform sampler2D texture7;// bumpmap3 uniform sampler2D texture8;// texture4 uniform sampler2D texture9;// bumpmap4 uniform sampler2D texture10;// basetexture uniform sampler2D texture11;// tilemap uniform sampler2D texture12;// colormap uniform sampler2D texture13;// alphatexture uniform sampler2D texture14;// normaltexture uniform sampler2D texture15;//heightmap
  5. Using a vertex texture to force tiling to line up. Havent uploaded the new version yet.
  6. You're looking at two ocean patch tiles with no visible seam.
  7. Html / css based : http://librocket.com/
  8. I haven't studied the terrain shaders that comes with LE. No lesdk on my phone (on vacation) :-)
  9. shadmar

    Amazing Tools

    We could make a great ragdoll editor this way.
  10. It's simple to do RGB plus A for the fourth, but if you need more than 4 it gets complicated since all colors consist of RGB. You need to have layers of multiple RGBA maps blended with a mask. I don't think you can't have vertexcolors only then.
  11. shadmar

    Amazing Tools

    This is great! :-)
  12. Are you trying to make a texture splatting shader from rgba vertex colors for terrain? This Translates to
  13. @Michael, Thx for the new texture, looks way better than mine. (can I use your textures in the next update?) Also it sounds like a good idea to scroll it slightly. If we had two normal textures we could switch and blend back and forth every second or so. @pixel don't feel sorry for me, the only way to improve is through constructive feedback. Without some sort of audience it gets boring pretty fast. No challenge then @Josh, I like the idea, I have explore that one. But i'm vacating in Denmark for a while so I'll have a look when I get back. I also have some ideas on how to solve tiling.
  14. You can do cubemap reflection already, (cubemap blend). Refraction, depends what you want, softness controls the amount of refraction, the normalmap controls the amount of refraction distortion.
  15. shadmar

    ZombieTime

    This is awesome, maybe consider having a Flee() from target aswell (in all directions or back the way they came.
  16. If we could fetch the reflectioncam within the editor it would be great How is this done for the default waterplane?, I suspect there is some code behind the scenes we can't get to?
  17. Uploading a new version now, which allows control of the foam tiling. I suggest setting up shore foam tiles first since the wave foam is shorefoam multipiled by wavefoam tiles
  18. I don't understand, I thought PhysX and Havok were the most used physics engines used in games today.
  19. I like the strong use of colors, very nice!
  20. I like physx, cloth, metallic deformation, softbodies and fluid particles. Look what you can do with the cloth alone :
  21. I use ImageConverterPlus for batch converting images, which supports all formats including dds. And there should be an obj2gmf.exe in your tools folder whoch you can easly script.
  22. Wow that is one really epic scene :-) I don't know what could cause the ocean to stop animating except if you somehow override apptime variable wich the vertexshader reads to animate the ocean. Thx for the foam I will check it out.
  23. Wow thanks, now that will certainly boost my confidence But it still suffers from not being tilable and would probably look better using a reflection camara instead of a cube reflection Maybe if if put on an adaptive mesh and using hw tessalation with some FFT ripple waves it could be great, @Mike, great shot!
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