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DudeAwesome

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Everything posted by DudeAwesome

  1. write shaders like: http://www.leadwerks.com/werkspace/files/file/459-subsurface-shader/
  2. dude. there are so many threads about that subject. your gpu doesnt support openGL 4.... https://developer.nvidia.com/opengl-driver
  3. dropbox or create own server on owncloud btw my dropbox is over 40 GB (student space race ) or best way just work at one computer
  4. Whats the use of that? or why you will draw a big FRONT image into the skybox?
  5. i´m not interested into the LE 3 terrain editor (useless for me) I need lua/c++ functions from the LE3 API to load a .raw or export information about every pixel to create random worlds. I also have a script written with pure OpenGL but when the LE3 API have some functions to analyse .raw-maps it would be also nice
  6. jup. how to evaluate the heightmaps? i dont see opportunely functions in the api
  7. nope its not visible only in debug mode (press L) or if you turn triggerVisible to "true" @runtime the script should not taken too seriously I only wanted to test if it is possible
  8. I got it now. triggering just with shapes is possible if someone is interested in: just add this script to a pivot object and move it to the position where you want the trigger. Size can be manipulated in the Script Tab Press L to show triggers in debug mode Script.Mapfile = "" --path Map Script.triggerSize = Vec3(1,1,1) --vec3 TriggerSize Script.triggerVisible = true --bool ShowTrigger function Script:Start() self.enabled=true if self.triggerVisible then --Create box self.box = Model:Box(self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.box:SetPosition(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z) self.box:SetColor(0,1,0) end --Create shape self.entity:SetCollisionType(Collision.Trigger) self.shape = Shape:Box(0,0,0, 0,0,0, self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.entity:SetShape(self.shape) self.shape:Release() end function Script:Collision(entity, position, normal, speed) if self.enabled then self.component:CallOutputs("Collision") System:Print("BAZINGA") if(self.Mapfile) ~= "" then --do a mapload end end end function Script:Enable()--in if self.enabled==false then self.enabled=true self:CallOutputs("Enable") end end function Script:Disable()--in if self.enabled then self.enabled=false self:CallOutputs("Disable") end end function Script:UpdateWorld() if DEBUG then if App.window:KeyHit(Key.L) then if self.box == nil then --Create box self.box = Model:Box(self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.box:SetPosition(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z) self.box:SetColor(0,1,0) self.box:Hide() end if self.box:Hidden() then System:Print("Trigger on") self.box:Show() else System:Print("Trigger off") self.box:Hide() end end end end
  9. A material need resources to storage and there is a drawcall that "draw" the invisible material. I dont need both things in this case and it cost rendertime and storage in my RAM. the minimal information I need is: a nullpoint to find my trigger and 6 faces (6*2 =12 triangles) so I only have a nullpoint = 3 integers // x y z and 12 triangles (12*3= 36 vertices) = 3*36 = 108 integers (or less because some vertices are the same) (sure when I create objects there are more informations) for a cuboid trigger I would like to have something that isnt drawn in the world and just have shapes to detect collisions maybe a new entity?
  10. ahh good hint. a pivot with shapes should increase performance (vs. csg box with invisible material) I guess or I´m wrong? sure its not much but when its possible I will try not to waste resources
  11. I´m looking for a good stable solution to track facial expressions/motions and integrate them into my models. Is there a software which is easy to handle combined with a kinect camera? I think about to buy iPi Mocap Studio 2 to animate my Models but which software is also good to track facial expressions?
  12. Mhmm is it just me or do you welcome something like this too ? So maybe a mod could move this thread to the Suggestion subforum.
  13. So its only possible with an invisible material ? I am only interested in the shape to trigger a collision
  14. I dont like to create a "invisible" Material. is there a [x] invisble solution?
  15. mhmm so there is no solution like Light:SetShadowMultiSamplingMode(int x)
  16. I cant find the command for the quality options in the command reference
  17. higher msaa will increase the whole camera I guess? but I only would like to increase the shadows with some kind of msaa not the other stuff like my models
  18. I created a Light with self.light = DirectionalLight:Create() self.light:SetRotation(25,25,0) how can I increase the quality of the shadows the light drop behind models? my shadows looks very bad. I also have a simple DaynNight System that just rotate my Lights x and y in the mainloop like function App:UpdateDaynNight() self.lightx = (self.lightx+0.009) % 360 self.lighty = (self.lighty+0.005) % 360 self.light:SetRotation(self.lightx, self.lighty, self.lightz) end but my shadows are not smooth. they are shaking a little bit https://www.dropbox.com/s/p2ftgo6jhves3j5/Screenshot%202014-01-16%2000.39.26.png
  19. you can easily create the fps sample by yourself with your own map. just take a look in the tutorial section http://www.leadwerks.com/werkspace/page/tutorials/ also see the tutorial thread http://www.leadwerks.com/werkspace/topic/8103-gameplay-tutorial-requests-here/
  20. It would be awesome when the engine allow us to prepare and change the map when we want to do it, to create some kind of background loading. (when using threads) For now a map will be loaded and changed with Map:Load() thats not optimal in my opinion because the map will be prepared and loaded with one function. But I would like to have a api function that allow me to trigger a prepareLoad() function that stores the mapfile in the RAM and a api function like Map:PushChangeMap() that allow me to do the mapload once the map was prepared. That would be great so we can use a CollisionTrigger (Like the last room in the Level) to do a Map:PrepareLoad(). And the Player dont know that the map is loaded in the Background. With an other CollisionTrigger (Like the last door in the room that give access to next level) I wanna push the Mapload (obviously the map was prepared before) with Map:PushChangeMap(). I think this would increase the mapload a lot and give the player an other game experience than always see a loading screen.
  21. is it possible to make the shape visible or switch between shape and model in the LE3 Editor? just for debugging
  22. how the material look like? (used textures/shaders)
  23. really cant wait for c++ and thread support and writing a nice while loading animation is it possible to change the map and control the point of Loading/Changing? like: -pushing prepare load by a trigger -> map will be loaded into RAM (but not changed only prepared) -pushing changemap by a trigger ->map is already in RAM so it will do a fast level switch when I use threads for it the player dont have to wait that long because there is a prepare function that only load the map triggered by a collision (some area near the end of the level) and when I reach the end of the level it gives an OK to change the map. in the LE3 API the Map:Load function will do both. loading and changing. is there a way or maybe some hope to split this? I would like to code a changelevel function that do everything in the background because I dont like normal loadingscreens^^
  24. ok I agree. I dont know something like content culling but how can the compiler detect something like this: When I have a Textbox where I have to type in the Modelname as String? (sure its a bad coding technique but I think the compiler cant know it because there is no relationship or reference) $model = ""; //string function getModelNameFromTextInputBox(){ //function returns my string from the textbox where I write the String in runtime (like in a browser textbox) return ValueFromTheTextBox; } $model = getModelNameFromTextInputBox(); // e.g. "test.mdl" Model:Load(getModelNameFromTextInputBox()); //load my model "test.mdl"
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