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havenphillip

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About havenphillip

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  1. Yeah man "how it looks" is huge. It looks cool but I'm not sure what this is. It's like a tool for making programs that work with Ultra Engine? Can noobs make stuff with it?
  2. Here's a terrain model with a pixel depth offset shader with trails. I managed to figure out how to keep it from looking like things are slipping over the parallaxed surface so now you can put stuff on it. It's a little temperamental still. It doesn't like horizontal intersecting (shifts a bit. Not sure how to fix that) and the effect deteriorates with distance (which I think I can fix). But I figured out that you can get this thing quite a bit faster by shrinking all the textures except the diffuse since the parallax effect and diffuse do most of the work on realism, and I got it working on
  3. Ok so you should be able to go to Scene/Root/Post Effects/Add. I couldn't see much of an effect. You might have better luck.
  4. That's cool, dude. I was wondering what they were. Oxygen, stamina, health, temperature, pressure, water...??? idk
  5. 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.
  6. 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
  7. I really like the animation and modeling that you do. This is a great shot.
  8. 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.
  9. I think you need " Script.cameraPlayer = entity " ?
  10. 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
  11. 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'
  12. 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.
  13. 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
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