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Dan22

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Posts posted by Dan22

  1. Got some time to model today and yesterday and I also did some nice renders for you guys!

    Cleaver Ambient Occlusion Render (3DS Max):

    6d4e4941e1856ee6cb21cd0a8c32c704.png

     

    "Look Behind" Spelling Blocks:

     

    9f0adc8d8f3e29ef047be395001f5ae9.png

     

    Old Wrench:

     

    e1e4cf1f244ccfebed559f4333a7e76d.png

     

    Wrench Ambient Occlusion Render (3DS Max):

     

    d5f26d54f56ce46123d99868d2aaafa0.png

     

     

    Been Learning how to make nice renders of my models in 3DS Max (Since I dont have the version of maya to do it) and I must say its looking good. What do you guys think?

    • Upvote 6
  2. My First Ever Decent Model Made!!!!!!!

     

     

    Took me around 1hr 30 minutes to make however the results are pretty impressive, still WIP!

     

    Carving out the model from scratch:

     

    1db7c9c5ba3570ea46f52a07004cea42.png

     

     

    e89618891f9c7f3dafdf0294ac6d05ba.png

     

    b45d234007f2ea2e1b68c5ea53d4517c.png

     

    Adding Normals to the Cleaver:

     

    35ed17230181edcba870de620187c3d1.png

     

    Quick UVing and Texturing:

     

    5dff0d0ea64946478f7f912bcc11d862.png

     

    Still in progress, going to post final product once finished but what do you guys think so far? biggrin.png

    • Upvote 10
  3. Yeah, right now you can only create simple brushes which I think should definetely be changed asap.

     

    The reason also for slice and vertex tool is that you can really optimise the level also using these tools by using less faces shown meaning you can caulk more brush faces.

  4. Just to make it easier i'll paste the entire fragment section:

     

    #version 400

    #define BFN_ENABLED 1

     

    //Uniforms

    uniform sampler2D texture0;//diffuse map

    uniform samplerCube texture15;//BFN map

    uniform vec4 materialcolorspecular;

    uniform vec4 lighting_ambient;

     

    //Lighting

    uniform vec3 lightdirection[4];

    uniform vec4 lightcolor[4];

    uniform vec4 lightposition[4];

    uniform float lightrange[4];

    uniform vec3 lightingcenter[4];

    uniform vec2 lightingconeanglescos[4];

    uniform vec4 lightspecular[4];

     

    //Inputs

    in vec2 ex_texcoords0;

    in vec4 ex_color;

    in float ex_selectionstate;

    in vec3 ex_VertexCameraPosition;

    in vec3 ex_normal;

    in vec3 ex_tangent;

    in vec3 ex_binormal;

     

    out vec4 fragData0;

    out vec4 fragData1;

    out vec4 fragData2;

    out vec4 fragData3;

     

    void main(void)

    {

    vec4 outcolor = ex_color;

    vec4 color_specular = materialcolorspecular;

    vec3 normal = ex_normal;

     

    vec4 texcolor = texture(texture0,ex_texcoords0);

     

    if(texcolor.a < 0.15)

    discard;

     

    //Modulate blend with diffuse map

    outcolor *= texcolor;

     

    //Blend with selection color if selected

    fragData0 = outcolor;// * (1.0-ex_selectionstate) + ex_selectionstate * (outcolor*0.5+vec4(0.5,0.0,0.0,0.0));

     

    #if BFN_ENABLED==1

    //Best-fit normals

    fragData1 = texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z)));

    #else

    //Low-res normals

    fragData1 = vec4(normalize(normal)*0.5+0.5,1.0);

    #endif

    fragData1.a = materialcolorspecular.r * 0.299 + materialcolorspecular.g * 0.587 + materialcolorspecular.b * 0.114;

    int materialflags=1;

    if (ex_selectionstate>0.0) materialflags += 2;

    fragData2 = vec4(0.0,0.0,0.0,materialflags/255.0);

    }

     

  5. I have been trying to get blood textures and various other materials such as faked volumetric lighting, to be implemented into my level but the thing is it has to be a solid colour and does not work if it has any slight fade to alpha.

     

    Example (Tick Means It only works like that, Red Cross Means it won't work):

     

    75bf5db1c58a249096fb4fa55685f3b2.png

     

     

    cc1645f18d03b8bdaf9c18e7b4be89d3.png

     

     

    As you can see, the top picture will not work as it has faded areas and using the alpha mask shader does not work with it, however it only works with solid materials with an alpha background.

     

    Any solutions or methods doing this? Or does a shader need to be made specifically for this?

     

    If so, please reply and if somone could kindly make a shader for this for the whole community it would be very good as its annoying having to use cartoony looking blood and other materials because it doesn't work.

     

    Thanks.

  6. -Animated Fake Volumetric Light Models, Like:

     

    63ecc0566d6edb048c1c1f1c49512377.png

     

     

    -That scripted plane model you told me about to make these:

     

    0c6c16b5e6dee3e68e750eade597844f.png

     

    And generic trash models:

     

    da26ac0cc277361fdf589de693433be6.png

     

    -More Light Models

     

    Basically, the volumetric lighting and the light models would just make scenese look better and would look pretty to tech demo the engine tongue.png

    • Upvote 3
  7. So, today I was wondering how to make Shaders for Leadwerks, I have no coding experience so this is an overwhelming task. Then I remembered seeing a visual shader editor, and I remember theres one called Source Shader Editor. I thought maybe this could be a breakthrough in making shaders in a more simple mannner.

     

    The Steam Wiki page states (link below):

     

    his WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL.

     

    Example in the editor:

     

    ec845d96d4966288b07c440391f3c121.png

     

    Now after talking with a friend, it seems that shaders in leadwerks are in HLSL so I am wondering if this could be used?

     

    Beaware that the page has a disclaimer at the bottom of the page so I feel that if somone has experience with this stuff, they could test to see if it works? I don't want to break my new graphics card from not knowing what to do.

     

    But if anyone tries this out and can reply to confirm if this can be used would be great. I do not have knowledge on creating shaders so I do not know if this would work but its worth a shot tongue.png

     

    Page Link: https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor

     

    It also includes alot of tutorials and is free so if this works then it would be a big bonus to new users.

     

    Thanks!

  8. Thanks! Got it working in the end!

     

    I wanted this feature as I can do many things, for example:

     

    a5e1cbc56ef5bc3f924eb514df2ece56.png

     

    Now I can Have blood on walls and signs ect without having a completely new texture to intergrate it.

     

    Also I can now fake volumetric lighting which I will demonstrate in soon!

  9. Yeah I saved it as .JPG because the glass texture was also jpg so I thought that might be the problem. However I did use the alphamask shader before I wrote this and it didnt seem to work. I'll try again and see if it works still.

     

    Examples:

     

    Result with Shader:

     

    a4b08c1815de312e2ee8ec64405e1e0e.png

     

    Material Setup:

     

    612f63ba007b5fcda6c1633e976befa5.png

     

    .PNG Image

     

    0b8d9fa85e1cdff2e7f4a3a7515a3f94.png

     

    in-game:

     

    5a4c106c62f97b28bb7ec2ac48777ed8.png

  10. I've been trying for some time to get materials with alpha to work but it doesn't seem to work. I can see you got it in the glass material but I wonder how you guys did it.

     

    From this example you can see what problem I am having:

     

    3d8058f55938d217302b2c0ce2ace2bf.png

     

    The wall on the left is the glass texture, you can see through it. On The right is my texture. You cannot see through.

     

    I have tried .png and .jpg and also tried different blend modes and they do not work. Also for some reason alpha textures see through brushes also as you can see on the right.

     

    I must be doing it wrong. If anyone knows how it would be very helpful this thing drives me abit insane and I must be doing a silly mistake tongue.png

     

    I really need this as I could use this as a substitute for decals as they are not added in yet and I can make signs ect.

     

    Anyway, as always thanks guys!

  11. You can do this yourself with a scripted plane model, but yeah this is one little feature that will be built into the engine.

     

    Actually, I might just do a script for this since it's not any different from what I would write in C++.

     

    Nice! Thanks for the reply :)

  12. In Source SDK you can place a sprite to mimic the shine of a light.

     

    Example:

     

    d781d4140b4733f94da0cb88cdbf6874.png

     

    If anyone has a tutorial or method of making these would be much apreciated.

     

    If this is impossible in the current version of engine then I suggest this feature as it just brings more life into lighting.

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