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DudeAwesome

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Posts posted by DudeAwesome

  1. I asked the same some month ago and it seems like there are not so many shader devs here. The best Solution for me were some tutorials from the net and reading the code from the included shaders.

     

    Shadmar and klepto are some of the Gurus here also rastar with bis tesselation shader. Check Out bis blog. I would also like to See some More Advanced shader discussions

  2. How do we make a main menu

     

     

    depends on how it should look like. you can use textures and draw them on the screen. or load a mapfile as 3d menu. you can also use noesisGUI for this when its released for Leadwerks

     

     

    a custom HUD

     

    for a simple HUD you can use textures also or custom Fonts if you just want a text based HUD. its the same stuff like the main menu but with more input like bullet/HP count. you can also use noesisGUI

     

     

     

    and make the main menu function so that it loads the map/options?

     

     

    depends on how the menu should be used but normal just like

     

    onclick do this function (e.g. loadmap)

  3. Great, another product going to fail (or to be sold at 1000$ and so fail). I wish so much to see the very end of Facebook, Zuckerberg and all his billions. Above all I would like all those big names (Facebook, Apple, Microsoft, Google) to stay out of everyone else's business, God damn these billionaires.

     

    you forgot NSA

    • Upvote 1
  4. Dont think so. They wanted snapchat for 3 billions and snapchat is just useless IMO. They would be stupid of they sell it for this prize. After One of the developers died on street after a car accident I hope that they dont do that. Not for facebook

  5. they can be used definitly but you need to implement your own physic based shaders to use those texture maps. maybe *cough* shadmar rolleyes.gif can do something if we can afford some beer/energy/naked college girls. pbr looks like the "new ****" and the right shaders in leadwerks would be great because you can use a bunch of nice new tools for nice looking game experiences.

     

    I´m not sure if the 3d output with diffuse, normal, spec, displacement would be optical the same with the pb-maps but I claim it does ~basically. maybe with a few differences.

     

    Ive exported some pbr stuff as normal diffuse, normal, spec (is there a name for this like "physic based rendering" but just for the normal thing?) and it also looks nice with substance designer. I tried the textures in leadwerks and it look fancy (but using substances would be much cooler tongue.png)

  6. leadwerks is not fully optimized yet but josh said in other threads that there will be more optimizations later. I expect better performance later when everything is working and josh have more time for this. I dont care so much about performance right now because its part of the development stage and it will be a lot better after some time. Keep in mind that suboptimal code also can drop fps so if you have hard fps drops in your own game think about your code and try to optimize it even when its just a small memoryleak or something else. Dont expect a detailed date for better performance from josh he also said he dont like to make deadlines and I can understand it. be patient, optimization is a must here and it will come for sure. IMO it will come in 3-4 month I know its a long time but I give him the time for other things. josh is a openGL guru and I also think he have some optimizations in mind but he dont implement it because of other things are important right now

  7. yeah I also would like that leadwerks wont start a default or the last project. is there an option to change this? I guess the problem is that the files from a project are not up to date because you have to update them after every new build and leadwerks tries to open these outdated project files. I think the best option would be to autoupdate it. the update button is some kind of bad usability because this is something that could be done automaticly. a button is always metapher for something that is optional but I have to update the projectfiles.

  8. ive created the textures with substance designer/bitmap2material. they look awesome on normal walls or ground that I create with leadwerks but on my 3d model they look crappy like they have a low resolution

     

    edit

    ok it seems that my UV resolution was not high enough. god damn all that resolution UV normal map displacement retopo voxel obj->fbx stuff is so confusing biggrin.png

    • Upvote 1
  9. Ive done some retopo stuff with 3d coat but when I choose some textures I have created in leadwerks (1024x1024) the texture looks like superlow 32x32 (no details much pixelstuff). when I drop the texture onto a normal ground or brush everything looks fine and detailed in leadwerks. any clue whats wrong?

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