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SpiderPig

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Everything posted by SpiderPig

  1. Ohhh okay. Thanks, I'll try something else.
  2. I wonder if I can pass some custom floats per vertex to a fragment shader like this or does the extracting of the vertex colors in vert shader only work with values from 0.0f to 1.0f? mesh->SetVertexColor(0, (float)1200, (float)1400, (float)6450, (float)780);
  3. Thanks I'll take a look at this soon.
  4. Lua is good to learn with. Looking forward to seeing what you achieve!
  5. I found C++ in Leadwerks a lot faster than Lua. If your making a small game then Lua is fine and a lot quicker to get results. But if you want a large open world then C++ will be faster and give you more access to underlying commands in Leadwerks. It's C++ all the way for me. 😎
  6. Oh wow, perfect. Thanks man!
  7. Yeah it depends greatly on the scope of the game your building.
  8. What's your target FPS for the final game?
  9. Yeah it would be nice, it shouldn't far away though.
  10. I don't think any of the pre-orders are currently capable of downloading anything as Ultra is not released yet. I have the subscription which gives me and a few others access, it's in the store still, but I have no idea if Josh is still accepting new purchases of this as it will soon be redundant.
  11. Yes things probably need adjusting bit. 😄
  12. Added a vicinity inventory and a few cool line dividers. Need to works on some icons for the stats.
  13. I got it working so I guess that is all you need.
  14. And I don't need anything special in my custom frag shader? This should read the texture no matter where it comes from yeah? vec4 texColor = texture( texture2DSampler[ GetMaterialTextureHandle( materials[ inMaterialIndex ] , TEXTURE_DIFFUSE ) ]
  15. Up till now this was my working code; texture_buffer = CreateTextureBuffer(size.x, size.y); camera->SetRenderTarget(texture_buffer); material = CreateMaterial(); material->SetShaderFamily(LoadShaderFamily("Shaders\\Unlit.json")); material->SetTexture(texture_buffer->GetColorAttachment(), 0); model->SetMaterial(material); I switched the material out for a custom one I made and am getting an error in the rendering thread I think. I've not given it much thought yet but was wondering if the shaders need something special to access the texture rendered from a camera? I was thinking it should be a normal texture lookup in GLSL but I may be wrong.
  16. Discord for TheSeventhWorld Getting back into the swing of things! I made my own UI system, mainly so I could make materials for widgets and do some cool effects down the track. This is the second time I've made this inventory, first time was in Leadwerks, this time in Ultra. Ultra is looking much nicer and is soooo much faster. Can't wait to get some color into it.
  17. Your defiantly on the right track but there are a few things I'd do differently. First learning the keyboard shortcuts will improve your workflow ten fold and will reduce any errors by visual moving each tile into the correct position. I'd make all your tiles the same sized square, rather than the street corner a square and the straight a rectangle. That way the grid size in Leadwerks will be all the same for each piece. After setting the origin to the cursor, if you click 'N' it'll show you the objects position in blender and you can set XYZ to 0. The model's origin will go straight to the centre and I'd export from there. Do that for each tile, I think FBX will export it's offset from the world origin and can stuff up tiling in Leadwerks. I wouldn't scale on export (that's probably just my preference though) I would scale the mesh in blender to the size I wanted, make sure the objects scale is applied in blender with Ctrl+A. Sometimes odd scales can cause issues. If you have consistent tile sizes and consistent export locations there shouldn't be any problem in Leadwerks. At least not with geometry lining up.
  18. With Ultra, shader texCoords are vec4's but I recall @Josh saying you got rid of the second coord set? Is something else stored here now or can I still use the second set? I see there is still Mesh::SetVertexTexCoords() which can still take the index as a parameter...
  19. It was working until the new system you made with mesh colliders by using AddFace().
  20. Tried it and it made no difference. I'm pretty sure I've put the collider in the right spot...
  21. I think I did... but let me check again...
  22. Hey @Josh, do you have time to take a look at this soon?
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