shadmar Posted August 19, 2014 Author Posted August 19, 2014 @cassius, yes @Tattie, good Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
TattieBoJangle Posted August 19, 2014 Posted August 19, 2014 Hi shadmar any idea what is causing this i get black spots moving around as i do Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4
shadmar Posted August 19, 2014 Author Posted August 19, 2014 Updated: *Fixed the ATI issue, thanks TattieBoJangle *Fixed the cloudscale issue, thanks HaydenMango *Skydome now follows the camera (if found) *Skydome resizes to the camera's drawdistance (if found) *Added adjustable bloom settings (if workshop the bloom is added the scene) 4 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
TattieBoJangle Posted August 19, 2014 Posted August 19, 2014 Just amazing shadmar! one last bug when you shoot at the sky or if the sky is in sight the gun decal is black Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4
shadmar Posted January 10, 2015 Author Posted January 10, 2015 Fix for muzzleflash black box issue http://www.leadwerks.com/werkspace/topic/11597-black-box-around-pistol-muzzle-flash/#entry83701 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
AggrorJorn Posted January 10, 2015 Posted January 10, 2015 If payed items are available in the workshop, you should put it up there shadmar. I would be happy to pay for this. 3 Quote
shadmar Posted January 11, 2015 Author Posted January 11, 2015 Thanks Jorn, maybe one day. This will be a workshop item only very soon, and I will remove the links to the "standalone" one. The new version have some improvements. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Pastaspace Posted January 25, 2015 Posted January 25, 2015 Is there a link to this still out there? Been looking but, no luck. Quote
TattieBoJangle Posted January 25, 2015 Posted January 25, 2015 I believe Shadmar is making improvements to it just now then will be on sale in the workshop Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4
Pastaspace Posted January 25, 2015 Posted January 25, 2015 What about older versions? I'd like to test this out in game. Quote
TattieBoJangle Posted January 25, 2015 Posted January 25, 2015 I think the links for the old one was removed but trust me when and if goes on sale its worth every penny Quote Asus Extreme v x99, Intel I7, Windows 8.1 64 Bit, SSD, Geforce GTX 980 4GB, 16GB Ripjaw DDR4
shadmar Posted January 25, 2015 Author Posted January 25, 2015 ws version still a bit away https://dl.dropboxusercontent.com/u/11319604/DayNightCycle_GodRays.zip 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
CoolBeans Posted March 30, 2015 Posted March 30, 2015 Thanks a lot. I can't find where you edit the .mat file. for the muzzle flash problem. The topic you redirect to is locked so I can't ask there. Looks like from your image its being edited in LW but I can't find it. Thanks again. Quote
shadmar Posted March 31, 2015 Author Posted March 31, 2015 DayNight.mat ? It's probably in the Materials/DayNight folder. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
CoolBeans Posted March 31, 2015 Posted March 31, 2015 Sorry I wasn't more clear and thank you very much for answering! I meant to say I can't find in LeadWerks where to edit the .mat file. Is there a material editor in LW? From the screen shot it looks like its edited in LW, thanks. Quote
shadmar Posted April 1, 2015 Author Posted April 1, 2015 Yes there is, you can't find the material editor in Leadwerks? I don't understand, if that is the case just right click the material choose edit, or doubleclick the material, or find the mat file and edit it using notepad or vi. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
CoolBeans Posted April 1, 2015 Posted April 1, 2015 Thank you kindly for completely answering my question. I was looking for it in the menu systems. If only I could ask you a 100 more... Also thank you for letting us use the script. CB 1 Quote
mdgunn Posted September 13, 2015 Posted September 13, 2015 Does anybody know how to tweak the cloud direction? THey are coming towards and right to left in my standard setup and I really want them to come left to right ( and probably towards a little bit). I see how you can change the way the sky moves and the speed but the clouds themselves seem separate and I'd like to control them so they match the way I'm making the wind blow in the level (puffs of dust etc.). It seems a bit odd when the sky doesn't match the direction the ground wind seems to be blowwing. I COULD change my level so my wind effects match the the sky but matching the SKY to the LEVEL seems the logical way to me. I've had a look through the related lua and shader files and tried changing various values (guessing incorrectly every time) and I've never worked out which one I need to change. SO, anybody worked out how to change the cloud direction? Quote
shadmar Posted September 13, 2015 Author Posted September 13, 2015 This generates clouds in the DayNight.shader if you change ctime to -ctime they go the opposite way. vec3 cloud2(float cloudheight,float scale) { vec2 p=vec2(vp.zx/(vp.y))*cloudheight; vec3 c = vec3(.0, .0, .2); c.rgb += vec3(.6, .6, .8) * cloud(p*.3+ctime*.0002,scale)*.5; c.gbr += vec3(.8, .8, 1.) * cloud(p*.2+ctime*.0002,scale)*.1; c.grb += vec3(1., 1., 1.) * cloud(p*.1+ctime*.0002,scale)*1.; return c.rrr; } Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
mdgunn Posted September 14, 2015 Posted September 14, 2015 Thanks Shadmar. I'd tried changing some of the other values in that section before, but not ctime. It goes right to left now and away from me which is better. I wish I could make it go any way I'd choose which after some more fiddling I've not sorted, but it's great that it now better matches the way I'd setup the level. This is a fantastic shader and prefab/map. Not sure why it isn't yet visible in the public workshop section on Steam. Maybe waiting for possible changes to the how the workshop will operate? Many many thanks for your stellar work Shadmar! Quote
tray.geboy1 Posted September 1, 2016 Posted September 1, 2016 Wasn't sure where to put this since I can't get it to work in the workshop since it needs a big controlscript. Anyway here it is : General Preetham skymodel is used (look up on wikipedia) UnCharted2 tonemap Procedural stars at night Procedural Clouds. Alot of adjustables Install Download at bottom of page here Unzip straight into the projects root folder Use Drag the Sun prefab from the prefab folder You can adjust all sorts of stuff in the script tab of the Sun object It will adjust to the rotation of the Sun (which is a directionallight) when you run (F5/6) Works very well with bloomsettings : luminance=0.11 midgray=0.158 whitecutoff=0.298 Added one small example map as well in the maps folder. Update : Fixed the ATI issue, thanks TattieBoJangle Fixed the cloudscale issue, thanks HaydenMango Skydome now follows the camera (if found) Skydome resizes to the camera's drawdistance (if found) Added adjustable bloom settings (if workshop the bloom is added the scene) Edit: soon inthe workshop. Where can i download it i know it says at the bottom of the page but i do not see it? Quote
Thirsty Panther Posted September 2, 2016 Posted September 2, 2016 There are some links here. Not sure if they are up to date. I'm sure Shadmar will reply soon. He is on here regularly. Quote
shadmar Posted September 2, 2016 Author Posted September 2, 2016 Previous page, post #37 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Hauser Posted September 8, 2016 Posted September 8, 2016 This is indeed incredibly cool. Will the clouds throw a shadow on terrain in a future version? 1 Quote
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