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Found 2 results

  1. What technique would work best for adding details to a surface that already has a tiled texture added to it? More specifically, let's say there are random puddles of liquid, or dirt spots that you want to place over a surface that generally has a tile-able texture/material applied to it. Would I have to create a model, that's simply a plane, with the special material/shader applied to it, on top of the floor (wall, ceiling, etc.)? If this planar model approach is the way to go, is there a way to snap it to the surface, as to not have it sink into the floor, wall, etc.?
  2. It would be very nice if there are Shaders like this: http://gamedev.stackexchange.com/questions/14350/shader-effect-similar-to-metro-2033-gasmask Or just more shaders that make your game look more realistic considering these kind of shaders. In the example of the link there are parts that can be set up just like the blood overlay in the fpsplayer but I dont want to learn all basics of shading integration into leadwerks for months just to import a (kind of) simple shader that just makes the Mask effect. I posted an attempt of mine here ( exapmle ), use it freely.
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