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Gandi

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Everything posted by Gandi

  1. Hell yeah! I created a new .dll with these two simple functions: Const COMPILE_DLL:Int = True Function SetTileVisibility(terrain:TTerrain,x:Int,y:Int,state:Byte) "Win32" 'EXPORT If COMPILE_DLL Then GCEnter() terrain.SetTileVisibility(x,y,state) EndFunction Function UpdateVisibilityTexture(terrain:TTerrain) "Win32" 'EXPORT If COMPILE_DLL Then GCEnter() terrain.UpdateVisibilityTexture() EndFunction And now it works Thank you very much for the extension dll source. An amazing piece of work you did here.
  2. I tried to generate an .sbx file with a proper .vis file at runtime and then loading that generated scene, but it just messes up the terrain. I guess I will have to apply some kind of invisibility-shader to the terrain, but I am not so quite sure how to do that. I was hoping that someone knows how th leadwerks scene does this.
  3. Is it possible to create and remove terrain holes at runtime, via code?
  4. Hi, I need to get all Entities which are inside, or partially inside a bounding box. Is there a fast way of archieving this (also entities without any collission or bodies would be great).
  5. i should be working right now, so you get some more input from me usually in Towerdefenses there is a grid for placing Towers (mages). As your map is not really big, i think it will not take a lot of memory if u store which position is free, and where you can not build. For initial blocking you could for instance load some kind of binary texture. What i think greatly increases the fun of such games is: - special abilities for enemies (short invulvernability, boss with speed aura, etc) - a large set of different towers (combining towers for towers with new abilites, giving items to towers for increasing their stats (attackspeed, dmg, and so on) - special abilities on towers (reduce armor, chain-lightning, critical strike, stun, buffing near towers for a short time and so on (the more, the better, even if there's just little difference between the abilities)) - some kind of rock-paper-scissors system (enemies have different armor types, towers have different attack-types) - promoting towers which get a lot of kills (just a little increase in their stats) - something you can do while the waves of enemies are running (if you play for longer time it will get boring to just watch the enemies running down the road.) - a lot of different visual effects. I really love it when there's a lot going on on my monitor. What also makes TowerDefenses a bit more interesting are multiplayer modes, where eather your can play together with a friend and/or against someone (meaning you can send some extra enemies to the next wave, what costs some gold aswell) That's just some ideas that came into my mind for helping you increasing the gameplay-fun Looking forward to your next update.
  6. i just tested it. workin good so far, some things i didnt like that much: - the shadows of the trees are not very nice. due to the animation of the trees theres single pixels just jumping around in the blurred shadows. - the wizards waited to long before they attacked. usually when a tower has longer cooldown for the attack it still attacks as soon as someone gets in range, but then it takes some time until he can attack again. my fire-mage was just watchin the first enemy passin him and attacks it when its nearly out of range again. (maybe thats wanted, but i dont really like it ) i know this is just a test but still some things for visual design: your terrain is completely flat, you could try to lower the street a bit (usually has a pretty nice effect), and decals would also add a lot of eyecandy.. whats planned for the future?(maybe larger maps with scrolling?) or is it just a test u dont want to keep on evolving?
  7. I'm trying to hide a single surface of an animated mesh. I noticed that calling HideEntity(surface) causes an error, so I guess that is not how you are supposed to do it. Hiding the bone to which the surface is attached doesn't affect it. Any hints?
  8. In the gmfsdk, we can add rotation and translation keys for animation frames, but not scale. Since every frame is already just a 4x4 transformation matrix, I guess this would be pretty easy to implement. I'm currently writing a model converter and this would come really really handy.
  9. definitely needs more of the rabbits!
  10. the computation is done on the cpu, as the terrain doesnt change during runtime (saves gpu computation) and a saved decal is saved as a surface and just needs to be positioned by code. I thought this would be the best solution for the terrain decals.
  11. I recreated the Editor-decals code. Now saving/loading works as some other cool stuff. I was just wondering where the scale-function went, but i got it scaleable with properties... Downloadable at: http://www.leadwerks.com/werkspace/files/file/337-decals-editor/
  12. strange.. it didnt work when i copied it from the forum, but copying it from road_node worked fine...
  13. The normalmap needs some work, as you can clearly see the pixels (especially where the bright spots are). How is the shader doing when you calculate the Gerstner waves on the gpu for all the vertices? i can imagine, that doing so on a large grid will not be very well performing. (did you recognise a fps drop?)
  14. yes, im using linkedlist.. require("Scripts/class") require("Scripts/Math/math") require("scripts/linkedlist") the strange thing is, that it also doesnt occur with my object after i placed a road-node.. (also if i deleted the road node again)
  15. Hi, In my lua code i use function class:GetTerrain(world) local terrain for terrain in iterate(world.terrains) do return terrain end end in: function class:CreateObject(model) local object=self.super:CreateObject(model) local terrain = class:GetTerrain(model.world) end But i get the error message: "attempt to call global 'iterate' (a nil value)" at the for-loop. this error occures after i loaded the map where a object of this type exists, or when im adding a new object to my map (but its gone when i placed a road-node once) can anyone help me get rid of it?
  16. Did you also figure out, how to add custom textures to the waterplane?
  17. for SetShaderXXXX i need to get at least the mesh of the waterplane to get its material->shader, but i dont think there is a direct way of getting the mesh from FW For changing the textures i dont mean exchanging the bumpmap image or so, but exchanging the refraction/reflection normal buffers by a texture i created for instance. ( dont know why they even use the normal buffers in the water shader..). My problem is, that i got no documentation of the lua-commands (for fw especially).
  18. Hi, Is it possible to add custom variables to the water.frag shader from framewerk? I want to add some additional variables for use in my shader (i edited the water.frag shader) and want to be able to add them in the editor (via lua...) also i want to change the textures used for the water shader. is this possible for fw, or do i have to add my own implementation for the waterplane?
  19. isnt the water currently just a plane? so the vertex shader won't do much.. and why does the shore look so green/blueish ?
  20. As I was bored last days i decided to work on my post process ocean again. Problem was, that i couldn't find the code and materials anymore, so i started to build it up again from the beginning. Now i got some decent results i want to share with you: Thats my favorite screenshot. you can see caustics, specular, color fading as water gets deeper and reflection. caustics again.. and one shot from far away. This water is rendered without any geometry data (completele post process) after everything else got rendered. For the waves i used a Heightmap which also stores the normals: packed into one 1024x1024 RGBA8 texture. For fine details i use a bumpmap at different scale and overlay it. (don't think a screenshot is needed here) currently just 256x256px, maybe i get better results with a bigger texture. It still needs some tweaks, but i think its much better results then at my last try. Whats missing: -Foam: as soon as i find a good foam texture i will add foam at the shore and on the wave-peaks -new Heightmap. The current heightmap got visible seams and is not very good as i just upsampled it in photoshop from 256px to 1024px -new Bumpmap: i want to check if i get better results with a bumpmap with higher resolution (at least 512²px) -some minor changes with the computation of the fresnel value and better transition from near water to far distance water. -minor changes with the computation of the refraction/reflection uv-coordinates It would be great if i could test the ocean in a more beatiful environment (a nice little island), but as i got no assets and i'm not very good at creating terrains i want to ask you, if maybe someone got a nice scene where i could test it on. Furthermore, if someone got a good heightmap, bumpmap or texture for foam or any other ideas how i could improve it, i would be grateful. also if someone got an idea how i could improve the generation of the waves, as at the moment the just move into one direction, what maybe looks ok at one side of an island, but when the waves travel orthagonal or away from the shore it looks pretty strange.
  21. Do you want to be able to dive into the pool, or just view it from the outside?
  22. Gandi

    Over the Hump

    I know you are not really into .NET, but it would be _really_ great if you could also add XML Documentation Comments to the C# headers. I guess it would be quite a bit of work to copy the documentation and format it correctly, but in my honor opinion the xml documentation comments are one of the best features of Visual C#. It's basically an IDE-integrated, easy-to-work-with version of doxygen.
  23. Go for a static class called something short, like LE or L3D, and put all LE functions in that class as static methods with DllImport. We can/will put wrapper classes over those anyways. I think that anything else will lead to inconsistencies and unnecessary problems.
  24. and how would you solve the problem with no raindrops in the interior or where raindrops just shouldnt hit (under a table). i don't know which engine it was, but there was an engine which implemented it as a light type (don't know how far thats possible in LE). But if you dont care if it rains under your objects or in the interor a post process shader should do the trick pretty much.
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