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Everything posted by havenphillip

  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
  14. 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; //
  15. 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
  16. 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
  17. No problem. But give me about a day. I'm the same way.
  18. Yeah that would be cool. I've seen ripple shaders and footprint shaders. The problem, I would think, is how to pick up the footsteps or raindrops.
  19. That's awesome, dude. That's how it goes for me. Just keep hacking it until you get something. The more time you spend changing numbers and values the more you understand it. Some resources you could investigate. Tons of shaders here. Flipping them over to Leadwerks isn't that hard: https://shaderfrog.com/app/ https://www.shadertoy.com/
  20. I think if I can figure this thing out I might be able to add foam at least. I do wonder how those big waves are created. Maybe vertex displacement or something.
  21. I've been meaning to pull the water shader apart to see how it works. I guess now is as good a time as any. Anything I should take note of specifically to get what I'm looking for like the fog or the amplitude or something?
  22. What about this? The foam around the rocks suggests to me that there is a way for the plane to "know" the shape of the things intersecting it. The question is what part of the shader knows that? http://fire-face.com/personal/water/
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