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SpiderPig

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Everything posted by SpiderPig

  1. This is awsome. Love the POI head tracking. Good job!
  2. I started a system for this in Leadwerks and will eventually move it to Ultra. Basically I had an animated player character who wore just underwear. Then I made each piece of clothing seperatly. I can't remember specifics, but each clothing had to have the animated shaders and the same armature applied to it as the player. Like I said, can't remeber how I did it exactly but that's the gist of it! 🙂
  3. I think it's a bug. Might pay to post a small example and bug report.
  4. Yeah it might be too hard. Worth a look though, thankyou.
  5. Yeah I see your points. 50/50. With GLTF the export process for each LOD is time consuming. But yes, the same export process of my format could be added to the default GLTF exporter for blender but then there's still these issues. Doesn't store LOD's Doesn't use one material across multiple files or even LOD's Which results in lots of work within the editor to edit just one aspect of one model. None of that really matters if your just dragging in a model and then never touch it again. But how many people are honestly never going to edit / or create a custom asset? Ultra isn't a 3D editor. Yes, that is what I've done. But only because GLTF is not good enough. Are there actually many asset sites that deal in GLTF? Every time I download something it's FBX. So if I ever have to re-download it, technically FBX is the source file. I know I can't convince you. But I honestly think that the GLTF process is a serious flaw and makes an efficient workflow hard to set up. I can't be the only one who's going to be exporting hundreds of assets from a 3D editing software.
  6. Would it be possible to get the previous frame in the fragment shader? I don't mind it being 1 or 2 frames out of sync, would that solve the reading & writing at the same time issue you mentioned?
  7. Regarding the conversation of ASIMP and GLTF in the workshop today - I think all problems are solved by creating a unique format for Ultra. My exporter for blender (although only for static models - for now ), with a few clicks I have everything exported that works straight away. I can't speak for other peoples workflow, but this is mine in a nutshell. Buy / Make assets Store them in a library folder so that they can be used in any project (also serves as a backup) Load them in blender and save the blend file in the same library folder Fine tune the mesh and materials. Make a mesh collider if needed (some already have one) My Format: Export to Ultra - done! GLTF Export LOD0 Export LOD1 Export LOD2 Export LOD3 Export Collider Mesh Load the editor Open each material Convert textures Open the model and load the collider from the mesh Delete the GLTF for this collider If I need to edit the model or material further. Open blender Edit things My Format Export to Ultra GLTF All of the above again! If I edit the material in the editor, then my source in blender is no longer the same. 99% of the time any change I want to make will apply to all projects, so I want it changed in the source file (.blend) not in the lone project. If GLTF or any other format doesn't improve on the current workflow. There's no way I'm staying with GLTF.
  8. I see what you mean. It would be no "easy" task for the user, but for those of use who know how all the positioning would be done in a shader function. The idea of a MeshLayer class would be to construct a grid of meshes from a single object. Then in our shader function we could write some code that could sample a texture to offset the mesh in that cell, to get some randomness (and even height). The only thing it would be suited for is large quantity of objects that follow a sort of grid like pattern. (3D grid would be even better). Like foliage; city blocks and maybe even large swarms of enemies or insects that could be swapped in for an actual model the closer the player got to them - like a boid system. I'm sure there are more uses. I will write something like this myself if not. I'm not as smart as you so it would take me more than 3 days.
  9. I'm watching the video of todays workshop. Your mesh layers does exactly what I need 😁 and I agree with the others about how it should be a seperate class from the terrain. Somthing we can use idenpenantly would be very powerfull. Firstly I could use it for my voxel terrain foliage system - which is the exact same as yours but can work in caves and such too. Also it could be used for making cities with huge amounts of buildings and I'm sure many other things too. 🙂 What do you think about this?
  10. Yeah it's a sphere. I'm only setting the SPEC and DIFFUSE environments maps for now so it helps with the PBR lighting, not sure how the skydome is effecting that, I'll investigate!
  11. It would kind of be a post effect, yeah. Okay, so the colour texture is first written to by the 3D camera, then added too with the UI camera. At the very least I might be able to capture a screen shot and use that as the texture. Wouldn't be real-time but it might look good.
  12. Can I get the colour buffer in the fragment shader of a single camera? 🤔
  13. I like the transparent window effect in the editor - could this be done with a shader? I'd like to get a similar effect on a sprite in my UI for the inventory panels. Is it pretty much just a blur effect?
  14. I just tried this in game and it looks awesome, albeit a bit bright at the moment (might be my settings, not sure).\ Also it didn't work with the environment maps set. Should it work with this you think? auto specmap = LoadTexture("Materials/Environment/Default/specular.dds"); auto diffmap = LoadTexture("Materials/Environment/Default/diffuse.dds"); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE);
  15. I've just update and copied the shaders folder only into my project. I saw this in the console output; Failed to link shader: C:/Users/Matt/Documents/Ultra Engine/Projects/TheSeventhWorld_DevGrounds/Shaders/Shadow/Shadow_Animated.vert C:/Users/Matt/Documents/Ultra Engine/Projects/TheSeventhWorld_DevGrounds/Shaders/Shadow/Shadow.frag Link info --------- error: "materialID" not declared as an output from the previous stage
  16. Wow that's fast! Is this using the compute shader? I need to do something similar for my foliage system.
  17. Oh, thanks. 😁 I had this feeling it wasn't a bug and I was just going to have to up double the textue size to try and fake it.
  18. I'm rendering a camera to a texture and tried setting MSAA to 2 (and above) and got a black texture as a result. Should this work or is it a bug? If it's a bug I'll put an example together.
  19. Being an animated model I can't set AlphaMask in the editor and re-save it, so I added the line "alphaMode":"MASK" in the GLTF to the appropriate materials. Loading the model back in the editor, it does what it should (transparent hair and eyelashes) but you can see in the thumbnail that the character is missing it's head and hands. I get the same thing in my game. I will PM you the model.
  20. Great job! Looks amazing. I'll try this out in game very soon. Thanks!
  21. Yeah it looks like the lighting routine. Are you seeing the same thing on your machine or is it specific to mine and reepblues?
  22. I get that. Personally I'd be happy to pay for a subscription if it meant getting updates quicker.
  23. Okay. You might need Elon's StarLink
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