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afecelis

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Everything posted by afecelis

  1. argggghhh! I read everything but that, hahahah. I'm checking in an older version now. Does 2.19 have it? I want to get one of the ones in a zip file rather than an installer. Thx Diedir.
  2. I was having some problems with my existing project so I did what you suggest; I started a new c++ project using the wizard and replaced the code in my main.cpp file by yours, adjusting the abstract path and loading my sbx file. The code compiles fine, however the program crashes (segfaults) after not finding some textures. This is the message in the console: Loading shader "f:/exer/projects/plazoleta/shaders/postfilters/postfilter.vert", "f:/exer/projects/plazoleta/shaders/postfilters/ssao.frag"... Warning: Failed to load texture "abstract::wobbledot3.dds": Path not found. Warning: Uniform "aosizereduce" does not exist in shader. However, if I check in all of leadwerk's folders and .pak files there's no such texture. Do you know where it is trying to load this from?
  3. This is very helpful MG, thanks a lot! No need to include engine.h?
  4. Thanks a ton Marley. I'm trying it out now. Do expect some more "pain in the neck" soon
  5. holy cow! Josh, you're a prophet! EDIT: That 3dtest interview was pretty interesting as well. I hadn't read it.
  6. a quick update: nightshot+ wooden floor in interiors (thanks to Gordonramp for his marvelous skies):
  7. Josh, these should be added to the forum's "downloads" link, dontcha think?
  8. hahahha, yeah! Gottta love LE... but also its gang! All your help is invaluable.
  9. hehehe, nice and easy! Thanks Macklebee. I also remember someone (probably you) told me how to fix the alpha problem in leaves of certain trees in th eold LE forums. Many of the ones in the "European Nature Pack" have got this sort of issues: Is everyone aware of that? I'll check for the fix I got in the former forums, but how's everyone handling this? Each one fixes them? Would it be possible to have an updated version of the tree pack withthe fixes for 2.3 included? And I apologize, I'm terribly sorry for deviating the direction of the original topic.
  10. Cool to know Tyler. Has it been reported as a bug? Shall I post it in the bugs thread?
  11. Hi Josh, I tried sending you this info as a PM but I got a message saying you can't receive any new messages, so I'm posting it here. I was able to reproduce the overbright issue I told you about in the forums. I tried many ways of reproducing it till I found the one I'm sending you. I tried it out 5 times and each time the same thing occurred. Grab the video here: http://telardigital.com/le/overbright.zip you can check my PC specs in my signature. I'm using Nvidia's latest 195.62 drivers. regards, Alvaro
  12. wow! merry xmas to me! You find some interesting stuff if you dig the forum enough. Thanks a lot Gordon. It's a very kind gesture you sharing your skies.
  13. Guys, could one of you (who has it working) share some example C++ code of loading your scenes with lights, sounds, emitters, coronas, models etc..? And if you also got the environment skybox loading to work I'd totally appreciate it if you got some code to spare on that. regards, Alvaro Edit: do you still require the ProcessScene cpp and header?
  14. Excellent info MG Thanks for the links. I'll start reading them immediately. ps. Friggin' cool youtube channel! Just subscribed.
  15. Thanks Josh for clarifying those 2 out. I'll try to capture a video of the bug I report. regards, Alvaro
  16. Thanks a lot guys! Yor comments are very motivating. I got BADLY hooked up by LE and I've been working as much as I can testing stuff in it, lol. It looks that way in the editor, which is pretty nice (the engine's integration in it is superb) but in my C++ application I'm not getting any of the lighting/environment effects Just the sbx file with all the meshes but totally plain and dull. I think something must have changed in LE 2.3 that doesn't work with the existing "loading a scene" tutorial. I hope Josh finds the time to update it sometime soon Meanwhile I'll keep testing my level in the editor. @Tyler: It doesn't do any effect, visually speaking; I just selected it because if you left it at "none" the shader would fail to compile, so after your previous "refraction" tip it seemed to be the only one close to that, lol Setting it to "mesh_diffuse.vert" seems to output the same result. cheers, and thanks for commenting. Alvaro
  17. Interior lights + exterior umbrellas (Josh please enable decimals for movement speed in the editor)
  18. wow, really Josh? cool! What does that do? Change the point light's "omni" emitting direction into a defined area? Or will it make a new light type appear in the editor? gonna try it out now. Thx a ton Josh. EDITED: I just modified it, and wow! The way the light is casting now is amazing! :D Another quick question Josh (or probably 2). 1. When I CTRL+Move an entity (i.e. a light) in the editor, is it a copy or an instance? (by changing its properties and not getting all of the items updated, I presume it's a regular copy). Is instancing possible in LE? 2. Have you considered having a self illumination shader material? (don't tell me it already exists! lol). This way any mesh or surface could be turned into a light source finally, I'm having a weird situation after working with lights for a certain amount of time. Sometimes, after ctrl+moving a light to copy it, or ehn changing its properties the whole level becomes overbright and saturated. I have to close without saving the changes and re-open the level in the editor. Is this a bug?
  19. Hi guys, Fiddling around some more with my model in the editor I realized the main use I'll have for the engine is not going to be oriented to gamedev but to arch-vis, so now trying to work a bit in the interior lighting I wonder if besides the lights available so far (ambient, directional, point and spot) an area light (square/rect light) would be viable. I know its use would purely or mainly concern architecture visualization, being it a light type used more oftenly in 3d rendering rather than in games. Josh, would such light type be possible and have you ever considered the possibility of creating one? I'm interested in your (and the community's) opinion about it regards, Alvaro
  20. afecelis

    Frigate

    Thanks a lot Omid. I had no idea of Meshlab, it really comes in handy I used to work with 3dsmax but I totally switched to blender now, so a program like the one you posted will be of great aid. Checking it out now. cheers, Alvaro ps. Don't forget to upload your stuff to the gallery
  21. afecelis

    Frigate

    whoa! great work Omid. I admire how you guys are so pro and technical creating the different LOD models and such. I hope to learn that soon. You should place your screens in the gallery as well. regards, Alvaro
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