Jump to content

Wchris

Members
  • Content Count

    281
  • Joined

  • Last visited

Community Reputation

16 Good

About Wchris

  • Rank
    Advanced Member

Profile Information

  • Gender
    Male
  1. Your choice. Just suggesting. But there could be a global parameter to set PhysicsSetPosition() and PhysicsSetRotation() behavior/mode Is "managing secret things" not what game engines do all the time ? LOL I just have the feeling that creating joints is an advanced feature that could look difficult to understand for beginners. Maybe I'm wrong. Don't do it just for me, it's just an idea, not a request.
  2. Woaw this looks sweet ! Is it not possible to keep PhysicsSetPosition() and PhysicsSetRotation() commands and internally call the new SetTargetPosition() and SetTargetRotation() by creating a default Kinematic joint when called the first time ?
  3. Hi. Juste Reading your post. Did you fix the issue ?
  4. I think such low level features like this complex shader should be included by default in the engine and not as addon. Game programmers should focus on their game mechanics and not waste their time building shaders, because they will loose too much willpower trying to go this way (Shadmar is the exception).
  5. had an idea, but my try to reproduce the scene and issue failed. Still curious, what happens if you increase the size (scale) of all objects x10 ... or x100 ? Does it change the result ? In Josh's link they say "make big walls" so maybe the solution is " make big objects" ?
  6. Wchris

    Water

    Exactly I find this water more transparent and less reflective (no mirror effect) than the current provided one. But I believe he is not using post-processing and no multiple renders. You are right the principle is the same, but the settings are different and current waterplane has not enough properties exposed to configure it to look like this (and I get lost tweaking the shader directly).
  7. Wchris

    Water

    I had exactly the same questions as you some weeks ago, and also tryed cheapwater. I ended up trying to fix an old LE3 widget from Shadmar, my result is here http://www.leadwerks.com/werkspace/topic/14778-why-do-i-get-red-water/ but it is still experimental, I'm no shader guru. But I would prefer and official solution for animated water, because this plugin does not have water physics. I'm 100% sure Josh can do it, he did it in the past but was not satisfyed by the result. He should not be so perfectionist, 90% of people were happy with the solution he had, many event buyed LE2 because they saw the beach fps demo . Current "flat" mirror waterplane is indeed not realistic at all, water is never flat like a mirror in a game (even if it can be in reality without wind) people just expect it to look "living" and have waves and ripples . For the newbies this is how it looked like in 2009 !!! and why I say he can do it. Also I feel really scared of doing things wrong when I mod shaders, I would really like the engine to do this job.
  8. If you choose category "shaders" and type "all items" you get 2 pages of shaders. But if you click on page 2 or "next page" then category is reset and you will never see page 2 of shaders but page 2 of "all category" Also, tryed to PM you this info, but you did not see it.
  9. yes it works, but I'm just a beginner experimenting things so it's still 99% Shadmar's work, I just tweaked it while learning shaders. I would still prefer LE4 to be natively able to animate the water by providing a listbox under the scene root to add all animated normal maps and handle them itself. The biggest issue is that the water has no physics, it's just a visual, nothing will float and move with the waves. Here is the file : Shadmar_Water_with_examplemap.zip ask me if you need instructions
  10. I know it's from LE3 (the link of the thread where I found it is provided in my first post). I did not find another water shader for LE4 and could not find how to animate current default water in LE4. So I tryed to use this one.
  11. What are the commands for bitwise operations ? I'm a complete beginner, maybe it is worth mentionning these commands in a tutorial. If it is allready in a video tutorial, please point me to it because I missed it and need to rewatch.
  12. I also wondered about this, but in the vertex stader he is adding 10 that's why I substract 10 to cancel this //If an object is selected, 10 is subtracted from the alpha color. //This is a bit of a hack that packs a per-object boolean into the alpha value. if (ex_color.a<-5.0) { ex_color.a += 10.0; ex_selectionstate = 1.0; } ex_color *= vec4(1.0-vertex_color.r,1.0-vertex_color.g,1.0-vertex_color.b,vertex_color.a) * materialcolordiffuse; } I find it very difficult to understand what happens to "alpha chanel-10" once multiplied by the vertex_color and materialdiffuseI But 10 (00001010) contains the 2 (00000010) bit. I believe in binary addition and substract work like a bitwise boolean operation. You probably allready know this, but if someone else is reading he won't understand what we are talking about, so I'll explain binary additions and substractions a little. if you take 255 it is 11111111 in binary if you take 10 it is 00001010 in binary if youn take 2 it is 00000010 in binary if you do 255 - 10 in binary you get 11111111 - 00001010 = 11110101 = 245 if you do 255 - 2 in binary you get 11111111 - 00000010 = 11111101 = 253 you can try it here http://www.calculator.net/binary-calculator.html?number1=11111111&c2op=-&number2=00000010&calctype=op&x=84&y=16 I tryed it, and the fix also works with -2 instead of -10, so you are probably right. But when I tryed a bitwise operation and with "&& 253" or "& 253" shader failed to compile. Cheers PS: back to the shader tutorials #3 is waiting for me after a good night of sleep (by the way Is there a wiki about leadwerks shaders somewhere ?)
  13. Hi, I learned some tricks from your tutorial 2, like how to transform a Vec4 into a Vec3.xyz+vec3.a to remove/tweak the alpha channel separately and set it back. I came up with this modification where I re-substract 10 to the alpha chanel to remove Leadwerks "red selection boolean" #if BFN_ENABLED==1 //Best-fit normals fragData1 = vec4(texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z))).xyz,texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z))).a-10); #else //Low-res normals fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a-10); #endif It works but I see no difference compared to the version where fragData1 is completely commented out. An alternative is to remove the apha chanel completely and set it to 0 in the vec4 with the same result. I believe something is still wrong because I do not see the water go up & down at the shoreline.
  14. Watching shader tutorials

    1. Show previous comments  5 more
    2. Wchris

      Wchris

      If we can loop on a texture or buffer we can do multipass and maybe achieve this http://wiki.unity3d.com/index.php?title=Silhouette-Outlined_Diffuse ?

    3. Wchris

      Wchris

      Oh just spotted you were faster than me http://leadwerks.wikidot.com/wiki:shader-specification :) Also I added questions under 2 of your videos

    4. nick.ace

      nick.ace

      Yeah, I may do that. I actually haven't done multipass rendering, but I can learn it and make a tutorial.

  15. Oh tutorial ? is this tutorial from you ? I will definitely watch all those shader tutorial videos and attempt to understand what I do ! Thanks a lot !
×
×
  • Create New...