drarem
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Posts posted by drarem
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One user reports an issue with this stand alone.
"The program can't start because OpenAL32.dll is missing from your computer. Try reinstalling the program to fix this problem"
Machine is Win 8.1 x64 if that makes any difference
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invisible ramp, or maybe less rise in each step.
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<Ok, I see the problem, that is not easy to fix since sprites and particles always renders without depth, so the fog shaders doesn't even consider the sprites/paticles at all (they are invisible for the shader and the fog shader, they keep the depth of the geometry behind them)
Unfortunately there is no way for me to calculate their depth either.>
On sprites, I can set a static sprite to Solid as long as it has alpha, it appears with no problem. Any updates on this?
Thanks.
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How would you go about picking a sprite instead of an entity, is it possible?
Thanks.
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Any idea if this works on windoze 10? Once it's available i'll be able to upgrade my 8.1 to 10, but dont know if i really want to.
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I was thinking about it a bit more, i wouldn't mind the particles sticking out a bit more than the fog since the fog is usually in the distance. I think it would be better than blending with the fog by default. I can always tone the particles alpha down even more if needed, would that be possible?
Thanks.
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To be able to save your gaming stats in Steam/profile/steam's cloud. Via lua would be nice.
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if you move out of the way quick enough, the object travels through walls and barricades or obstacles.
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It's more like if a monster or something it throws at you hits an obstacle it should not go through it i think.
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The map is composed mostly of multiple Scene objects, with mass of 0. How can i tell when an object collides with the map, like a wall, building or part of terrain. Is there some key value I can access?
if (entity:GetKeyValue("type") == "map") then
...
end
Thanks.
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ok thank you for looking into this.
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Yep forgot the attachment. Check your pmail.
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Sent email with attachment.
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Doesn't seem to have helped tried both changes in line 63 as suggested.
with first one:
with second one/code:
mfog = self.camera:AddPostEffect("Shaders/PostEffects/02_pp_fog_by_klepto.lua")
self.camera:SetMultisampleMode((System:GetProperty("multisample","2")))
self.camera:SetKeyValue("fog_fogrange","5,15")
self.camera:SetKeyValue("fog_fogcolor","0.7,0.66,0.62,0.6")
self.camera:SetKeyValue("fog_fogangle","5,21")
self.camera:SetKeyValue("fog_fogislocal","1")
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1.) We're currently working on a single player FPS using LUA. For the most part it is all working well. If you know or want to learn LUA, it's definitely not as strict as C++. Lua is quick and easy to get set up. I came from a C++ world so learning curve was a little rough at first, but the more I work with it the easier it gets.
http://store.steampowered.com/app/378280/
2.) ?? I only do basic stuff with tables in Lua.
3.) You probably want to research Lua a bit, that isn't a leadwerks specific question really.
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At the moment I'm thinking I need to make my own particle system out of 2d sprites.
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I might have figured out what's going on. If the material for the texture is set to solid instead of alpha then the fog doesn't interfere with it. You just have to make sure your sprite has alpha in it for the see-through parts. We have a bunch of materials set to Alpha instead of Solid, the fog appears to attenuate? or worsen the alpha effect .
*** UPDATE ***
Yep, that was it. I turned zsort back off, changed Alpha to Solid, then shader to diffuse+normal+alphamask.shader and everything is ok once again. Let me know if this helps anyone else.
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Sorry I'm trying, not getting the results i'm expecting. i want a close-in fog. skybox is also blending where you can see it thruogh the top of the fog.
self.camera:SetKeyValue("fog_fogrange","0,1000")
self.camera:SetKeyValue("fog_fogcolor","0.7,0.66,0.62,0.6")
self.camera:SetKeyValue("fog_fogangle","5,21")
self.camera:SetKeyValue("fog_fogislocal","1")
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I uninstalled, deleted Shaders/Posteffects folder and then reinstalled. This still causes the sprites to 'fade into the fog'
mfog = self.camera:AddPostEffect("Shaders/PostEffects/02_pp_fog_by_klepto.lua")
self.camera:SetFOV(70)
self.camera:SetRange(0.05,16000)
self.camera:SetMultisampleMode((System:GetProperty("multisample","2")))
self.camera:SetKeyValue("fog_fogrange","5,25")
self.camera:SetKeyValue("fog_fogcolor","0.7,0.66,0.62,0.6")
self.camera:SetKeyValue("fog_fogangle","5,21")
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Is it now 50_pp_klepto_fog.lua ?
I tried using this and get these:
here is the code (also tried just adding to the Scene root, same effect):
mfog = self.camera:AddPostEffect("AddOns/Post Process Shaders (shadmar)/50_pp_klepto_fog.lua")
self.camera:SetFOV(70)
self.camera:SetRange(0.05,16000)
self.camera:SetMultisampleMode((System:GetProperty("multisample","4")))
--self.camera:AddPostEffect("Shaders/Post Process Shaders(shadmar)/50_pp_klepto_fog.lua")
self.camera:SetKeyValue("fog_fogrange","5,25")
self.camera:SetKeyValue("fog_fogcolor","0.7,0.66,0.62,0.6")
self.camera:SetKeyValue("fog_fogangle","5,21")
self.camera:SetKeyValue("fog_fogislocal","1")
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Anyone know what can be done to avoid the sprite from disappearing into the fog?
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What I did awhile back was create a class with an array, loop through each entity and assign to the array. Then made a function to either find the 'player' and assign to array element. In the latter case I set up a #define and made it match it, so I could just do this:
#define player = 01
// --- find where player is as entity and
// --- set ent[player] = entity player
ent[player]->SetPosition(0,0,0);
Then I created methods to act on the entity such as setposition, getposition, etc. I wanted to keep everything in the class and portable, you may choose to handle it differently.
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This is a tall order, but have online collaboration complete with a lobby. This in turn could be the default setup for making a multiplayer game as well.
openal
in General Discussion
Posted
that would be great, thanks.