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havenphillip

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About havenphillip

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  1. That's cool, dude. I was wondering what they were. Oxygen, stamina, health, temperature, pressure, water...??? idk
  2. Yeah man one nice thought is that everyone here was there at one point. I'm no genius and even I figured it out. Leadwerks really held up their end on the claim that this is the easiest way to learn to code games, imo.
  3. There's the API reference, which is useful if you have some familiarity with coding at all. https://www.leadwerks.com/learn?page=API-Reference Also there's a lot of examples in the workshop, and on this forum, if you do a search for something specific. One of the guys used to have a video series that was really helpful but he deleted them. There's still a few guys in here who will help out (and Josh still responds to a lot, though I can't understand half the things he says). This guy has a few tutorials. May be enough to jump start you: https://www.youtube.com/channel/UCdN
  4. I really like the animation and modeling that you do. This is a great shot.
  5. Idk the only other thing I can think is maybe it has something to do with the script you're importing. Other than that maybe you can try putting your System:Print() line under the UpdateWorld() function also.
  6. I think you need " Script.cameraPlayer = entity " ?
  7. Actually I made a mistake above I multiplied the lightPosition, not the cameraposition: vec3 lightVector = normalize(lightPosition * modelvertexposition.xyz);//lightVector vec3 viewVector = normalize(cameraposition - modelvertexposition.xyz);//viewVector
  8. Here's an old Shadmar water that shows how you can manipulate a shader in lua: Create a large plane to be your water plane Attach the water.lua to the plane Drag and drop whatever your player or camera is into the "player or camera" slot apply the normals in the normals slot (you might have to manipulate the normals to get the right size It will show up when you run your game but not otherwise. But it shows how you can use lua to affect the shader Edit: Some other examples of this are in the HUD Elements in the Leadwerks workshop. Actually quite a bit but they'
  9. Alright bro I put it up. Didn't take as long as I thought. It's in Technical Assistance. If there's a specific shader you're eyeballin' I'll make a walkthrough of it.
  10. I like ShaderFrog because it's all model shaders, which is my big interest at the moment. So this is the basic vertex shader in ShaderFrog: vNormal = normal; vUv = uv; vUv2 = uv2; vPosition = position; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); To translate these over the "projectionMatrix = "projectioncameramatrix" in Leadwerks and the "modelViewMatrix" = " entitymatrix." "position" = "vertex_position" in Leadwerks. If you try to use this, however, it won't work. For whatever reason the matrixes aren't there. The Lea
  11. Actually I had messed with the above shader before. Here's some variation of it. I don't even remember what I did to this but sometimes a comparison can help. And the vertex part of the shader is the same: //Fragment #version 400 #define BFN_ENABLED 1 //Uniforms uniform sampler2D texture0;//diffuse map uniform sampler2D texture1;//light map uniform vec4 materialcolorspecular; uniform vec4 lighting_ambient; uniform samplerCube texture15; uniform int decalmode; uniform float materialroughness; uniform float currenttime; float time = currenttime/1000; //
  12. So let's say you want this Shadertoy shader but you want to use it on a model. Luckily this is pretty easy to do as well. Just a couple changes: First change is you need model shader vertex information. Probably the best one to use for this kind of thing in general is the Leadwerks "diffuse + normal + specular" shader. The steps: Copy/Paste all of the vertex information from Leadwerks' "diffuse + normal + specular" shader to the vertex part of your shader. Copy paste everything above the "main" from Leadwerks' "diffuse + normal + specular" fragment shader to your fragmen
  13. So someone asked for a tutorial on this so here goes. I wouldn't consider myself much of a coder, but luckily translating these over to Leadwerks isn't hard to do. I don't know why all of it works the way it does but here's a go: Shadertoy shaders are all post-effect shaders, so you can just use the vertex information from any Leadwerks post-effect shader with it. And there's no "in/out" variables so really none of it has to do with the vertex information. You have to use a certain language with some things in Leadwerks (I think Josh posted a list somewhere around here maybe if you kn
  14. No problem. But give me about a day. I'm the same way.
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