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psychoanima

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Everything posted by psychoanima

  1. You ppl may laugh but post fx is really a big selling point for indie developers. That's something that I really like with UE, Stingray and even S2. Bloom looks very nice to the eyes, eye adaptation although not very realistic makes your game to feel like a big budget, scene/color fringe is a must these days (Kane & Lynch anyone?), and of course DOF. And many engines now have option to even color grade your scene. I know that game play is what matters, but I am now speaking about aesthetics only. Recently I was playing with S2Engine, and have to say that has really nice post fx inside of it. After turning them all off, whole scene looks, meh... I would really like to see post fx in LE on higher level of quality, like Unreal has and other trending engines.
  2. Don't know why, on my computer it looks like this
  3. Is it possible to do the same thing for the lights? To affect only certain types of objects?
  4. with GI on it looks like HDR option on the last gen gaming consoles (ps4 pro, xbox one s)
  5. I would like to make separate lighting in the scene. For example, one set of light to be used for the props only, so when character is moving around to not be affected by these lights. And to have another set of lights only for the character and these lights to skip calculation for the props. I don't know how's going with the other programs, I am coming from Maya world and I am always using this handy option to avoid unwanted light burns/shadows when static/active objects are overlapping in the scene. And it doesn't look fake at all, but very stylish instead.
  6. Is it possible to choose which light is going to affect particular object in the scene? If I have 5 lights for example, to make only 2 lights to affect the character and other lights to be applied to the rest in the scene?
  7. They also don't like new refraction shader and haze from 4.2
  8. psychoanima

    4.2 Beta

    When haze overlaps with an object that has a glass.mat, weird artifacts are showing on the screen.
  9. psychoanima

    4.2 Beta

    Refraction and probes are not working together, I've just noticed
  10. Too many ppl are focusing on fps games when comes to Leadwerks, so I've decided to start learning LUA by making sidescroller controler https://1drv.ms/v/s!AtMv1SrHrjT3wDkhNqEhnEcplzsD It's just a start, for now the script is forcing the model to stay "in line", camera to follow, and to react on A, D keys for the movement. A lot of things waits to be added, this is so much fun
  11. You mean something like caustic effect?
  12. Works like a charm! Thank you very much! Strange why this type of shadow shader is not included in LE by default.
  13. For hair texture that has alpha, if I use a shadow shader: Shadow + Alphamask I am getting strange artifacts during animation. If I use Shadow + Animation, the hair is projecting sqare shadows (no alpha) on character. I guess that I need something like shadow+alphamask+animation shader? Here's the video: https://1drv.ms/v/s!AtMv1SrHrjT3wDZQv4OC-dAHJBen
  14. Hi, thanks for advice. So yeah, I have to copy textures from fbm subfolder and to paste it in the same folder where the model is. Is that a bug? Cuz, it's quite redundant to me. For normal maps, I have to flip Normal X and Normal Y, don't know why...
  15. https://1drv.ms/u/s!AtMv1SrHrjT3wDRfIGdB4LYEa65Z
  16. When I am importing .fbx model in LE console is going like this: Loading material Loading texture Failed to load texture Deleting material In Assets, I have geometry with black material assigned and textures in fbm subdirectory. Then I have to manually link textures to black material. When I do that, some things might look inverse - normal map for example. When I open geometry in model editor normals are fine. Can someone guess why I have manually to link textures with material and why normal maps are inversed?
  17. But before Vulkan, as you stated, we are expecting these : Leadwerks GUI Built-in offline help with videos New game templates Achieve 80% approval rating on Steam Is there any timetable for them?
  18. For UWP (win phone, windows os, xbox) you need only standard ms dev license. :\
  19. UWP supports Xbox One, it would be great to have that opportunity with LE.
  20. Is this going to be publicly available when you finish final tweaking?
  21. It would be great to have this inside Leadwerks! That could solve missing cutscene feature.
  22. If the object is inside Environment probe area, is there an option to turn off that probe fx for that particular object?
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