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psychoanima

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Everything posted by psychoanima

  1. Can't explain myself anymore, last examples: http://docs.cryengine.com/display/SDKDOC2/Light+Boxes+and+Light+Shapes If no one sees the benefit of this, I am fine with that - moving on
  2. I think as well that this can be only possible with ambient type of light. Unrealistic or realistic, games are made of that
  3. This conversation is going in an interesting direction, that we may find a solution (at least theoretical)! First we create the light. After that we create insulation. Let's say hypothetically that the insulator is looking like an environment probe in the viewport (wireframed box). Where the box/insulator is located in the scene - that area is where light has effect, everything outside is out of calculation for that light. Same is with environment probe, what's outside the wireframe box is not calculated. Then to have a feature to add points/vertices to that wireframe box/insulator so we can reshape it. And as a final option to have dropoff settings to smooth the corners/edges What do you (and the others) think?
  4. Please check above video demonstration of Havok engine and light clipping featiure. Parenting a plane to a spotlight won't save time or memory in shadow calculation, full light casting is still out there(behind the camera, behind the polygonal object) If I have option to reshape spotlight it self (from cone to some unconventional shape) that will make bit more sense but still it will be difficult to make "fake shadows" (because light is projecting on the objects). And this light doesn't have to be dynamic at all, on contrary, it's excellent for tweak and bake procedure: for example, reshaping and baking shadows on the huge building or in the corridor for more dramatic/cinematic look. Remember how environment probes are working? Now Imagine that you can reshape that box into some more complex geometrical shape so you can modify where reflection will ocur in the scene
  5. I like environment probes to be honest, with other solutions you have to input Environment map as a texture, probes in LE are generating environment map automatically and from what's inside the scene. That's for indoor scenario, for outdoor I don't know how things are working with LE probes if I want to have the sky as environment map.
  6. One more thing, is this possible in LE? This is an example of bitmap masking
  7. It's like asking why do you want to use masks in photoshop. I tought that idea is clear with this feature, you are masking the light where you don't need it, without adding geometry in front of the light source that is acting as a light blocker. In video industry they are using physical cardboards to shape the light, in digital word we are using masking methods with polylines, beziers, projected bitmaps etc. I know that this is possible with volumetric lights with geometry in front of that source, but this is cheaper to calculate and it's usable for static shadows. How to solve this problem in Leadwerks: I want to project a shadow vignette on the wall/ground that has the shape of some object that is not physically in the scene (or it's present in the scene but I want to avoid extra light calculations). Like in the video example above.
  8. I saw this option in old Havok Vision engine and it's really useful: (demonstration of this feature starts at 1:10 - 1:20)
  9. Thanks! That solved my problem! However, because my camera is attached to the character, during rotation camera shakes. I solve that like this: function Script:Start() self.camera = Camera:Create() self.cameraZ = self.camera:GetPosition().z self:UpdateCamera() end function Script:UpdateCamera() self.camera:SetRotation(35,0,0) self.camera:SetPosition(self.entity:GetPosition().x,self.entity:GetPosition().y, self.cameraZ ) self.camera:Move(0,0,-120) end I don't know if there is easier or more clean way to do this, but it works.
  10. Math:CurveAngle() works perfect for my rotation need. Now I have another problem. My character is moving on X and Z axis but needs to stay locked on Z and to move only on X. I read in one post this method for locking: (in function Script:Start()) vec = self.entity:GetPosition()] & ( in function Script:UpdateWorld()) self.entity:PhysicsSetPosition(0,0,vec.z) but nothing is changing in the viewer, it's still floating on Z
  11. That's really cool idea for rotation, thanks! Do you think it can be easily implemented with the script bellow: http://www.leadwerks.com/werkspace/topic/12651-2d-platformer-player-script-example/page__hl__platformer (I am using the same logic like in function Script:UpdatePhysics() )
  12. Or most likely I misunderstood this parameter. What is actually rotating, some example maybe?
  13. I don't know how to set maxrotationspeed for SetInput and to avoid ultra fast body turn. I read in API reference that maxrotationspeed is in degrees per physics step, but I still don't understand which number is giving slower rotation?
  14. That makes it more clean, tnx! I will investigate, thank you!
  15. I am using Josh 2D platformer script example, but I have to reshape a lot of things cuz not everything is working how I wanted. I am not sure how to find AnimationManager lua class, I am rookie here, sry BTW SetInput function is a time saver for sidescroller moving!
  16. I found the answer for one part of my question. I forgot to mention that for running animation I was using Time:GetCurrent() in SetAnimationFrame, that's why I get unwanted cycling animation. My code is now like this: local isrunning = 1 function Script:Draw() if window:KeyDown(Key.C) then isrunning = isrunning +1 self.entity:SetAnimationFrame(isrunning,1,1) end now I need to figure out how to add Idle when no key is pressed and how to blend it properly.
  17. I have 3 .fbx animation, one is for running, second is idle, third jumping. (2.5d platformer) To trigger running I am using if window:KeyDown(Key.D) then self.entity:SetAnimationFrame() end Problem: how to trigger idle animation since there is no Key release function? And how to blend it with previous animation? Second problem: I notice this when I am using KeyDown function: When I am pressing key to start the animation, releasing the key stops animation in the viewer, but animation is still looping somewhere in the background. I noticed that when I do quick press/release button on my keyboard - animation is cycling instead of starting from beginning.
  18. ooooh, I get it. It's lua function... I found an explanation. Sry for this stupid question (I suck in Lua, need to fix that)
  19. I am analyzing some scripts and I found math.abs but I can't find explanation in API reference. Help?
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