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Tomas

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  1. Hi everyone. Does LE 4 has implemented LOD system or I have to implement it myself? If it has, can someone please refer me to info or article about it. Thanks.
  2. Finally sorted this out myself. That's the code now: Script.a=0 Script.mtl=NULL Script.srf=NULL Script.col=Vec4() function Script:Start() self.srf = self.entity:GetSurface(0); self.mtl=self.srf:GetMaterial() end function Script:UpdateWorld() self.col=self.mtl:GetColor() self.col.r = self.col.r self.col.g = self.col.g self.col.b = self.col.b self.col.a = self.col.a-self.a self.mtl:SetColor(self.col) self.a=self.a+0.0001 end
  3. Script.a=0 Script.mtl=NULL Script.srf=NULL function Script:Start() self.srf = self.entity:GetSurface(0); self.mtl=self.srf:GetMaterial() end function Script:UpdateWorld() self.mtl:SetColor(255,255,255,self.a) self.a=self.a+0.001 end That's the lua skydome code I have so far. It goes from transparent to solid, but theres no texture, just color. If I remove "SetClolor()" the texture is back to place. Any ideas?
  4. ...nothing seems to work.I'm attaching my file with tree. maybe someone can have a look at it. .blend an .fbx formats model.zip
  5. Im using vegetation leaves shader with terrain vegetation. How i set, or whats setting vertex color?
  6. I've sorted out shadows. The shadows checkbox in terrain/vegetation was not checked. But the leave movement is still not working. I wander could that be a geometry problem. I used rectangles divided in a half by width and height, so in one plane there is 4 faces.
  7. Hi. I've created a tree in blender similar to pine tree that comes with LE. But the tree in LE has moving branches and my branches dont move. Material settings and shaders are identical to the pine in LE. Used PNG as textures. Also branches dont cast shadow on each other even if the ''cast shadow'' box is set in material. The shadow casted is only on the ground. Any ideas what im doing wrong?
  8. I think any manipulation is not possible, since vegetation is not stored in memory but uses drawing algorithm which draws entities dynamically every frame depending on seed....
  9. ID=30 for terrain vegetation tree. Which is not docummented. Some "x" class. Terrain is 20 and model is 2.
  10. no it doesnt. Have to hurry to work, talk to u later...
  11. but it has to be some entity this reports true: if self.picked_entity then context:DrawText("Picked".."entity",10,60) else context:DrawText("Picked ".."nothing",10,60) end
  12. pickinfo.entity:GetPosition() does not report any values (all 0)
  13. How can i check this? I mean content..
  14. I used a variable for picking and when a cursor was on the tree it was positive, also the tree material picking flag is set. I assume that picking is possible, but is it possible to ineract like change rotation? ... if self.camera:Pick(mousepos.x,mousepos.y,pickinfo) then self.picked_entity=pickinfo.entity if window:KeyDown(Key.L) then self.ok_picked=1 --pickinfo.entity:Hide() pickinfo.entity:Turn(0,Time:GetSpeed()*0.5,0) else self.ok_picked=0 end end ... self.ok_picked ws positive when cursor was on the tree
  15. ..... if self.camera:Pick(mousepos.x,mousepos.y,pickinfo) then self.picked_entity=pickinfo.entity if window:KeyDown(Key.L) then pickinfo.entity:Turn(0,Time:GetSpeed()*0.5,0) end end ...... Hi is it possible in any ways to inerract with terrain vegetation, like trees? I want trees to be cuttable, is there any way to do this? I tried picking, it picks the tree but any interaction like moving, hiding, rotating wont work
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