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| 22 Mar 2014 10:38 PM |
You know what we need? Custom matierials. No sappy decals. No excessive brick counts. Actual shader based matierials using custom bumpmapped images and coding. It easily accomplished with the engine too as it already runs its own shaders to create a bricks nice shiny effect. But these bricks often make the ROBLOX platform unable to create a distinct art direction for a project. Along with that our textures we have today are quite bland (except bricks, they look fabulous). Heck even Super Mario Sunshine's water is better looking than our current water. Again, custom shaders could make more games feel unique and I think that the building community would greatly improve from this idea.
Support this guys by bumping and spreading around ROBLOX. It would be a great help. |
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LittleL0L
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3Dwolf11
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| 22 Mar 2014 10:47 PM |
So like MC's GLSL Shaders Mod? With Shader Packs?
I'd completely support then.
I need more information on how this is, or such please if I'm off here.
Other than that.
Half support. |
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| 22 Mar 2014 10:54 PM |
| Pretty much. I kind of would like it to be that way with the addition of custom bumpmapped images. |
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| 22 Mar 2014 10:59 PM |
Would it lag? Support but there should be an option.
~Supp0rt th1s
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| 22 Mar 2014 11:05 PM |
| Well I've thought about the lag issue. Custom shaders could have the quality slider built in to allow different levels of the shader or effect to be produced. Think of it as our current shaders but more customizable and robust. With the use of coding you could even have reflections maybe and clear water. |
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| 22 Mar 2014 11:53 PM |
pls i don need more problems
-jumps off building-
support |
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Digitov
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| 27 Mar 2014 09:39 PM |
Small problem: People don't have the UV Layout of some of roblox's gears and hats. This poses a big problem.
The UV Layout is on the model of an object (you may call it the mesh). It aligns the texture with the model and puts the texture exactly the way you want it. Without UV Layout, textures would be a blob color. |
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Terrixx
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| 27 Mar 2014 11:03 PM |
To be fair, ROBLOX's water and textures have come a long way from what they used to be.
-I don't have to take advice from pixels. |
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| 27 Mar 2014 11:40 PM |
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(っ◕‿◕)っ - "Sounds like an awesome idea :), the graphics feature should also within the settings. One flaw would be the lag, but once again the graphics features would solve that. Support :D." |
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| 29 Mar 2014 08:14 AM |
| I honestly think ROBLOX needs to make the water see through, to a certain distance, and in the settings of the place, make the water clearer or dirtier, and have the option to turn on reflections and refraction in Studio's rendering options. I'm all about the water, currently, though, it looks blah. It'd be like Dynamic lighting, the better your GPU, the thicker and more realistic the lighting looks, except for it's with Water, now. Something similar to Source's water engine would be nice. But reflections and refraction would only be turned on via Studio's rendering settings. The transparency, dirtiness, color, speed, wave height, and whether or not it damages the player, is up to the creator of the map. Of course, in Studio's rendering settings, you could always make them less-intensive on older hardware (Which you shouldn't be on ROBLOX if your processor clocks out at less than 1GHz.) |
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| 28 Jul 2014 07:14 AM |
| @silver That's why you make your own :D |
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LittleL0L
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| 28 Jul 2014 07:16 PM |
"Would it lag?"
It depends on what kind of hardware you're running. I'm using a GTX 650 (kinda old) and it runs like a dream lol |
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| 28 Jul 2014 07:44 PM |
@instinctive
It depends what you mean. If you mean make your own mesh, then I'll support. If you mean make your own UV textures, its possble, but it would be hard to create.
The UV layout is made on the 3-D model program that is used to create the mesh. It consists of a complex process of changing a model's UV Layout Points, which can take even experienced 3-D model-makers more than a month to create, depending on the mesh. This is one of the reasons why there aren't many 1 tix gears/hats. If you wish to understand how UV Layouts work, put a decal on a sword/hat. See the differences that all hats and gears have in the UV layout. Problems can rise from this:
1. The player doesn't have the correct 3-D modelling program. Can result in glitches 2. The player doesn't even know how to use UV layout. It takes a lot of time, with a complex procedure. 3. The player doesn't have the UV layout, which leads to inability to use this program. |
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| 09 Aug 2014 12:07 AM |
| I really hope they implement this. I'd love having custom materials for my games. c: |
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| 05 Feb 2015 10:31 PM |
Also, I came up with an idea for the lag issue:
Objects that are hidden behind another object, are invisible to the GPU. Yes, this'll cause objects to show the void for a split second once you view them, but it'll cut down on lag. Also, ROBLOX needs to have more advanced quality settings. So people like me, who can't run ambient shadows, but can run long viewing distances can have that feature. |
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| 05 Feb 2015 10:35 PM |
| Support. Shaders would be amazing to add. |
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