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SlipperyBrick

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Everything posted by SlipperyBrick

  1. Awesome will give this a try when I'm back home from work! I have some materials and soundtracks to upload to the Workshop as soon as I complete them
  2. indices_count = 0; for (int m_prime = 0; m_prime < N; m_prime++) { for (int n_prime = 0; n_prime < N; n_prime++) { index = m_prime * Nplus1 + n_prime; if (geometry) { indices[indices_count++] = index; // lines indices[indices_count++] = index + 1; indices[indices_count++] = index; indices[indices_count++] = index + Nplus1; indices[indices_count++] = index; indices[indices_count++] = index + Nplus1 + 1; if (n_prime == N - 1) { indices[indices_count++] = index + 1; indices[indices_count++] = index + Nplus1 + 1; } if (m_prime == N - 1) { indices[indices_count++] = index + Nplus1; indices[indices_count++] = index + Nplus1 + 1; } } else { indices[indices_count++] = index; // two triangles indices[indices_count++] = index + Nplus1; indices[indices_count++] = index + Nplus1 + 1; indices[indices_count++] = index; indices[indices_count++] = index + Nplus1 + 1; indices[indices_count++] = index + 1; } } }
  3. I just got confirmation from Mark at Marmoset Co. The shaders won't work with any software. They have only been designed to work with Toolbag 2 and Skyshop has been designed to work for Unity only You can edit the source code but the language it has been written in is only supported by a custom shader language for Unity. There is no way to port the code over as all code is exclusive to ShaderLab only. Marmoset only advertise the fact that you can have the full source code for the shaders to edit in ShaderLab to make your own custom shaders.
  4. Ahh cool. I'm at work at the mo but I will defo check this out when I am home. I have bought the Quixel Suite as well for dDo2, nDo2, MegaSCANS and the new PBR viewer 3DO. I am hoping to put this to use as the textures you can get and the detail from your textures are amazing. I hope Leadwerks will get PBR support
  5. How would this work? I tried using the environment shader and I put a gloss effect in my alpha channel and that didn't work
  6. I have Toolbag 2. I can build a scene and lightmap it in there then export and bring it into LE3 and send you the map file with textures?
  7. I know that the shaders can be used in UE4 because they are physically based. I don't know if Leadwerks could handle this at the moment though, Josh explained some stuff to me last night as I asked him if I could use a gloss material in an alpha channel. He explained about buffering issues though which wouldn't allow it. So I'm not to sure if this could be integrated in, if it does then it would defo require ALOT of work
  8. I'll defo ask about using the source code for the shaders in another application. I don't know the implications of this though. You need a licence for Toolbag 2 and its per seat. If I was to use the shaders in another program I don't know if that is breach some terms in my licence. I'll ask Marmoset and let Josh know about it and see what can be done. I know that Quixel uses Marmosets rendering engine for their nDo and dDo suite so why not Leadwerks!
  9. @Einlander. Did you change the height of your player by any chance? Because the physics matches the original height of the player prefab. Just found this out now
  10. I noticed the dates after I posted lol. Just igniting the discussion again
  11. This sounds great. Making your product available across all platforms. Steam release was amazing on it's own but expanding to consoles is very cool! I'm hoping to get a demo of my project/game ready when the first level is complete just to show something off (most of the work over the last few months has been design of the level and storyline for the first level to fit with our main storyline and also modelling/texturing). I'm really enjoying Leadwerks and I absolutely love the software and think it deserves all the success it can get. Hopefully in a couple years we will see the engine go mainstream. I'm hoping my project will bring some interest to the engine as I am trying to push LE3 to it's limits in regards to the game art and lighting etc. Due to my project being a horror game (with an actual story, rather than collecting notes/pages ) there is a lot of opportunities to use so many things in the engine we can take advantage of like the lighting different post effects and shaders etc to set the atmosphere
  12. I really like that work flow sounds great. I love the idea of being able to export the CSG and then use the original as collision that is genius! That would speed up the level design process when your doing your detail passes as well. Because the bulk of the level will be done with the CSG brushes. Very impressive and very good workflow man!
  13. Wow that looks really great! I can't wait for water to get into this engine. I've seen stuff from Leadwerks 2 that looks amazing!
  14. I would love to be able to make my own CSG brushes for Leadwerks. Staircases, doorways, archways etc. Like in Unreal Engine. And you could even share those brushes here on the forum. Could be a great selling point for the engine if you could make a whole level out of CSG. Total noobs that a new to making games can easily craft levels without level the engine then Maby if would be good if you could change the file extension of an exported model to the extension Leadwerks uses for its CSG brushes?
  15. I have had this problem with my level. When I am home later tonight I will post in here to show you. I create a Polymesh of my level and it seems that all the ceilings in my level I can still jump and walk through. I'll post a video in here demonstrating my problem. It does seem that when you create a Polymesh it doesn't give the whole of your model physics (mainly the top of the model). Is this a known problem or is this how the Polymesh feature works?
  16. Image based lighting is where the lighting comes from the images brightest pixel. The engine will pick the brightest pixel in the image and direct the light from there. I could be wrong though
  17. Quick question here. Could I use these for a commercial game?
  18. You have the source code for the shaders when you buy Toolbag 2. Only problem is LE3 uses OpenGL which I think uses the 'OpenGL Shading Language'. Toolbag 2 shaders are made with ShaderLab. I think this is for Unity only. So I don't think it will work, may be the shader god's can answer our questions? *Shout of the Shader God's, Klepto, Shadmar*
  19. Hi Guys, Just posting here cos I am gonna be getting Marmoset Toolbag 2 for some personal portfolio work. I have a question about the shaders. Bring the power and fidelity of Marmoset Toolbag’s shaders into your own project. Configurable, user-editable ShaderLab source-code is included for: Does this mean that I can get the source code for the shaders and use them in my Leadwerks projects? Or am I not understanding this properly lol? Here is a list of the shaders Blinn-Phong & Lambertian shading Gloss maps (per-pixel specular sharpness) Normal, diffuse, and color specular maps Specular fresnel Emmisive/Glow Shadows Light Gels/Cookies Light maps Light probes Transparency & simple glass sRGB color correction & linear color rendering If this is possible how would I use them as well. I have no shader knowledge at all
  20. I have the educational version of Maya 2014 and I am slowly learning it for animation only (modelling I've pretty much got that down). The only problem is I can't use anything from it due to it only being an educational version I cannot export anything to use in my commercial game I wanted to get Maya LT cos it's cheaper than Maya and the only thing I'll be using it for is animation. At the moment I'm still learning animation and trying to learn the general principles of it in Blender. If I can get the same results in Blender as I can in Maya LT though then I won't see any reason to get it. But £50 a month is to expensive for me I was hoping to get a price for the full software as I hate subscriptions (that's what is so great about Leadwerks you buy it once and it's yours forever).
  21. Disappointed with the price to be honest. I think like everyone else here, I'll stick with Blender for now
  22. Ahh very cool. Thanks for keeping us updated miko. Glad to see you got it sort of fixed haha.
  23. Is it a directional light in your scene? You can try changing the directional light to just 'Dynamic' I found I had better shadows when it was Dynamic instead of Buffered and Dynamic.
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