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SlipperyBrick

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Everything posted by SlipperyBrick

  1. So I have hit the same error again but this time my specular output is RGBA, I have changed it to just RGB as well but I still get the same error. The input of my specular in my Substance is a greyscale image hooked into a levels node which then goes straight into the output. http://i.imgur.com/23n2iBI.png I will be honest I don't feel very comfortable sharing the Substance or the bitmaps because it has taken me hours to get this Substance to the quality I want it plus it is for a planned project I will be releasing on Steam Greenlight (a top secret project ;D) Here is the 'Parameters Panel' for the specular map. http://i.imgur.com/An6NBS1.png Cheers guys
  2. Ok so this is a work in progress. Just want to say a massive thank you to nice.ace the guy is a f***ing wizard! function Script:Start() --self.camera = players camera --self.entity = temporary box to use for player movement self.camera = Camera:Create(self.entity) self.camera:SetPosition(self.entity:GetPosition(true)) end function Script:UpdatePhysics() --xmove = left/right speed --zmove = forward/backwards speed local xmove = 0 local zmove = 0 local window = Window:GetCurrent() --key bindings for movement if window:KeyDown(Key.W) then zmove = 1 end if window:KeyDown(Key.S) then zmove = -1 end if window:KeyDown(Key.A) then xmove = -1 end if window:KeyDown(Key.D) then xmove = 1 end self.entity:SetInput(self.camera:GetRotation(true).y, zmove, xmove) end Will work on mouse input soon. I am hoping to do leaning and also automatic crouching like in Alien: Isolation.
  3. I was hoping for something similar to the prefab, where a camera is created and you can move using the WASD keys. Without any of the fancy weapon stuff and footstep stuff. Starting with an empty project and then using the FPS script causes problems because it tries to find all the assets that are linked to that which aren't in my project. A cube and a camera and the WASD keys is all I need for now I haven't used Leadwerks for ages now so I have forgotten most things I learnt in regards to Lua and the commands for creating these simple things
  4. Is there any tutorials out there for creating you're own character controller from scratch? Rather than using the prefab?
  5. Hmm, it looks like I may need to get my own character model in here or something because I can't copy and paste the player prefab in. Every time I try I just get an error saying 'No object found'
  6. Hi guys. So I started a new project today in Leadwerks I haven't been using it for awhile I noticed that there is new project templates, an 'Advanced First Person Shooter' and a simple 'Empty Project'. I started with an empty project and noticed that I no longer have the green guy prefab anymore. I was wondering how I could get him back in my project so I can get a character controller in there to run around in my levels. I put a camera in there but it just flops to the ground when I start up my game lol. Any help would be appreciated.
  7. Cheers Slomak that worked perfect. You learn something new everyday
  8. Here is a link to the folder where you can find the .PNG files that I am having the problem with. It seems that it is only the specular map that causes the error. https://drive.google.com/folderview?id=0B3WPYicopPp2fk1OcjlGVTQ1bDQ5M0pWbzJHdVdsWWw5ZU9TU3NKazRGa2xWX1dETlMtMk0&usp=sharing I have put the the diffuse and normal and specular in there.
  9. Did a quick test and found the culprit. Seems like this only happens when I drag and drop my specular map into my project folder.
  10. As the title says I get an error when exporting my bitmaps from Substance Designer 5 to my Leadwerks project folder. I am exporting straight into a custom 'Materials' folder in my project files. The error I get is 'Windows Exception: EXCEPTION_ACCESS_VIOLATION"
  11. It lets people play games made with Leadwerks without having to get Leadwerks Game Engine, all for free
  12. If Leadwerks gets PBR I will fight Chuck Norris .... blindfolded! XD
  13. I have learnt a huge amount in SD and SP since my last post in this thread. I still would love Substance integration into the engine as well. Reading back at what we posted near the beginning of last year Substance has made a massive impact in the texturing scene. I would say that it has nearly (I may be exaggerating a little here) replaced the old 'traditional' method of texturing game art. I think that in itself would be a pretty good reason to bring it into LE. The terms have changed as well. Allegorithmic have now upped the price for indie dev's to $100,000, if your game makes over this annually then you will need a pro licence. They also sell the 'Substance Indie Pack' for very cheap as well so now 'bedroom dev's' like myself can afford these awesome tools (even though I bought the package when it was the 'new stuff').
  14. Awh, well thats put a damper on that lol. How isn't it possible?
  15. I am watching this thread eagerly If you get some sort of PBR would it be something you are willing to share?
  16. Just to be clear and clarify something I would like to know. The Leadwerks node in ShaderTool. What does this do exactly? It may be a stupid question but. Let's say I see a shader on something like ShaderToy.com and I copy and paste the code and do my edits with the nodes etc. Using the Leadwerks node on my shader in ShaderTool, would that change all the code I used from ShaderToy.com to work with Leadwerks? Rather than me having to go through the code and change it all manually to work with Leadwerks? As far as I was aware I just thought that the Leadwerks node in ShaderTool exports your shader as a .shader file to be compatible with Leadwerks. I really need to learn this shader business but don't know where to start
  17. Very cool concept. I really like the idea of something personal that has been taken. The bell idea as well is fantastic. I think a redesign of your character may be needed. You want scary features like really long slender fingers and horns and sharp vampire like teeth. Red and black seem like dark colours rather than red and gold like in your concept. If you nail a really scary look then that's half the battle, you can kick things up a notch with your movement of your character then to make it really creepy and horror like. Keep up the good work!
  18. You all most probably know but ShaderTool now has Leadwerks .shader export available in their beta release and I still don't know a lot about shaders lol
  19. I find that as soon as someone joins me on Steam Broadcast that my FPS drops very low. I think everyone is having this problem though.
  20. I was talking to Dan22 about this the other day haha. Yes something like this would be amazing. Especially when you have loads of objects attached to a pivot and stuff.
  21. For me gameplay isn't an issue me and the guys in my team have got flowgraphs and have completely mapped out the process and logic for our game mechanics and all things gameplay. For us right now we are going through the modelling and level building stage so 'looks' and 'graphics' is really important. As rastar said above this isn't a big priority and if people with long term projects get half way through development and then PBR is added to the engine it won't be that difficult to go through the workflow and get the textures PBR ready I agree though with everyone else on the forums here that there is more important things and this is more of a 'value added' type thing rather than something that's going to stop you making a game.
  22. I think that people coming to Leadwerks have little to no knowledge about a game and are kind of serious and want to make something of it. I back in January didn't even know what a polygon was and now and I learning C++, I am writing my own code along with a very good friend who is teaching me. I have spent countless hours and ALOT of money on courses from the likes of Digital Tutors and Pluralsight and CGCookie etc. I've learnt a huge amount over the past year and I am taking this all very seriously to start a career. Leadwerks is my number one engine for many reasons, yes it has great visuals, its so easy to use, the community is fantastic and when can you ever talk to the main man himself who is developing the software for help, advice and to throw idea's around like this. I think with something like this added into Leadwerks not only will it get more heads turning but it enables people like us to get some fantastic looking artwork in the engine to make better games. My project is quite a long term one and I aim to finish it in Leadwerks and with these features added it will push the visuals of my game massively, let's be honest 'gamers' don't look at a game and say "oh wow look at this code, it's so good". Gamers are looking at how nice the visuals are and how smooth it runs and if we can get PBR into the engine I think this will attract more people and get more projects going which will in turn get more content made by Leadwerks out there.
  23. There are tons of examples I have found for PBR shaders with OpenGL (been looking for like an hour now haha). I am not sure though if anything for Leadwerks would need to be changed 'internally'. By that I mean bringing in PBR for Leadwerks may require Josh to do a lot of changes to the way Leadwerks renders things. I saw an example of PBR with a deferred renderer and the guy had ton's of post effects going but this was done using DirectX. Looks doable but I wouldn't know where to start explaining how to do it. @Rastar, Substance support would be amazing. That was a question I raised with Josh when we had a video conference not that long ago Bringing in PBR for Leadwerks would not only give even more AAA looking visuals but it also opens up new workflows for artists to use the newer tools available.
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