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DigitalHax

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Everything posted by DigitalHax

  1. You were not kidding... I feel sorry for your internet providers.
  2. DigitalHax

    Concepts

    It's unreal tournament 2004 by the looks of it. Fantastic game.
  3. Maybe these will show up a bit better -
  4. You would really need to see it for yourself to see the whole theme, but I am having some problems finding a good middle ground between spookiness from the blackness, and visibility.
  5. I'm working on creating some cinematic scenery in LE2 - And another one.
  6. Well i suppose this would be similar to the "what are you working on?" thread. I am currently working on an skeleton game base using the LE2 engine to eventually build a game upon. This involves a gameplay manager, sound manager, and so on.
  7. Hey all, I have recently been working with some project things, and I was looking at making projects run independent of the LE install directory, and I experienced a strange visual glitch. When running a simple terrain world I get this sort of over bumpmapping in my grass texture, but not when running the world in the editor. And something which I suspect is to do with this is in the console window, "Warning: Uniform 'screenlightposn' does not exist in shader." Any suggestions on what the problem might be here?
  8. Gameplay mechanics in leadwerks is an interesting topic. And due to the fact that leadwerks provides a quite bare bones start, gameplay is only as good as you make it. What I mean is that you can reach out as advanced as you can imagine, from the simple fact that there is no default system, thus no restrictions as how you eventually make the gameplay work.
  9. Not to sure about this, but I felt like I had to say that that water effect looks stunning! I mean we all saw the process of shadmar's ocean shader creation, and we all know how well that turned out! I have high hopes for this!
  10. Thanks Roland! I am just experimenting with photoshop features at the moment, and I am sure I would do a lot better if I were to put more time into them!
  11. Is this convincing enough? Edit: haha I was writing braid instead of limbo always get those 2 confused
  12. I had another go at some artwork, this time directly attempting a limbo style art piece. Let me know what you think.
  13. You can't really judge hoodwink as an example of leadwerks, as the main part of leadwerks used was the renderer. And the review gave graphics an 8/10...
  14. Thanks guys! And na no photoshop filters, just a bunch of brushes and a few other things.
  15. Isn't totally related to leadwerks, but I might have a go at making something similar in the editor, but here is some concept art I made from scratch in photoshop in an hour or so. Leave some suggestions for what I might add next, as it is still a WIP. Edit: Silly me, I wrote drew in the title
  16. This is proving to be quite the informative thread! Certainly worth the read through!
  17. Also to your other problem, it might be that the particles can appear blurry, as usually the particles are rendered in the foreground world, and so if it is being viewed over the skybox, and with DOF activated it will treat the particles as being far away. Just disable DOF if possible.
  18. Try this, instead of shader="abstract::particles.vert","abstract::particles.frag" this, shader="abstract::particles.vert","abstract::particles_alpha.frag"
  19. Motion blur is currently not available in the framework commands, there is a lens flare shader in the asset store http://www.leadwerks...s-flare-shader/ fog can be done in the framework commands, and a vignette shader was recently made here. http://www.leadwerks...ignette-shader/ Although if you want to use both of these shaders i think they are both overwriting the same bloom effect so it won't work without some help at least. Winzip works for me adding files to the shaders.pak, just have a look around. Here is the wiki page for the framework commands http://www.leadwerks...title=Framework Sorry for the lack of proper punctuation. I was in a rush.
  20. Maybe you could use grid snap to make a gritty geometry brush editor Maybe for people who can't afford LE3
  21. Here are some photos. Player spawned on the client and moved. Server Spawned Client Moved. So something about having spawned a player on the server. however unnecessary allows the movement to update.
  22. Although I guess that still doesn't help my problem exactly. See I can spawn a player on the client, and it will appear on the server, but when I move the character, the position isn't updating on the server. And yet once I spawn the player on the server (Yes I know a server player is unnecessary) it starts to receive the movement updates.
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