shadercompilation

Posted By: ello

shadercompilation - 02/05/04 16:56

hi! i was toying around with mephistos fur_shader conversion and the hatching shader ventilator did. also i applied the toon shader from him, when i saw it last night here. so i wanted to show you a demo in motion, i got this the whole night(only in published version, and it has been figured out, at least a workaround-look here(german) ):

so i decided to give you my wdl files for this, as i made some variations to the codes.
here are some shots:
original hatch from ventilator, but using also vecLight:


it can be blended over leveltextures:



now playing around inside the shader to achieve various styles:










here we go on with slightly changed toon(big thx to ventilator) and furr(big thx to mephisto)








and here are the files (up in a few minutes)

i never thought it was that much fun, playing with shaders. big thx to conitec
Posted By: Drew

Re: shadercompilation - 02/05/04 17:46

WHOA! NICE!!

you can really see how shaders are going to change everything...
Posted By: ello

Re: shadercompilation - 02/05/04 17:51

yes, its so much fun, even if you get thousands of errors on your way(like i get when coding shader) you will always get some nice results in time
Posted By: ventilator

Re: shadercompilation - 02/05/04 21:41

wow! it looks very cool! ...but the file for download is missing!
Posted By: ello

Re: shadercompilation - 02/05/04 22:07

sorry, i made a typo now click here should contain all files(needed by script). tell me if something is missing...
Posted By: ventilator

Re: shadercompilation - 02/05/04 22:24

i think the wmb is missing?
Posted By: ello

Re: shadercompilation - 02/05/04 22:30

i know. i only put up the wdl and some tgas, since i had the error above. when im home i am going to work it out as you did and then, tomorrow i'll post the working demo(at least i hope so)
Posted By: ello

Re: shadercompilation - 02/06/04 06:21

aiaiai:


a highspeed tube. must see it in action... movement gets caused simply by rotating the camera.pan


since(a6shaders) {my.function=going_total_crazy;}
exe works now, again, thanx to ventilator, so it will be up tomorrow

ventilator, how did you know about the .fx-file solution for the fur_shader? i think this is important for everyone.
Posted By: ventilator

Re: shadercompilation - 02/06/04 06:34

this strange error message always told me that the error is one line after the last line. because the shader worked before (i have no idea what is different with the development engine?) i came to the conclusion that it isn't a bug in the shader. i thought such an error message could be caused by the fact that the string is too long (the fur shader is extremely long) and this could be worked around with an .fx file because maybe it doesn't use the string. it worked!

...
these tunnels look great!
Posted By: ventilator

Re: shadercompilation - 02/06/04 11:21

...i am looking forward to the demo but please convert the fur pixelshader to ps.1.3 or lower so that i will be able to see it. ps.1.4 isn't necessary for it. the fire effect looks very promising and i don't want to miss it! why does the character have his face at the stomach? it looks very eerie!

Code:

PixelShader=
asm{
ps.1.1
tex t0
mul r0,t0,c0
};




Posted By: Crossy

Re: shadercompilation - 02/06/04 13:45

whoa acid trip lol

no really these are awesome looking i just hope i can figure out how to use shaders and stuff, i havent touched em yet
Posted By: ello

shadercompilation demo and learning section! - 02/06/04 16:38

@ventilator:sorry, i read your post this morning. gonna convert it to the one you gave,... WAIT! i have the fx file separately, so maybe you can change it in there?
:-) yep, i change the u/v shifting for the fire and forgot to set them back to 0. now it does.

to all:
i uploaded a demo (some nice extras) to my webspace
at startup you will see a menu with the key-descriptions.
new! you have the userdefined.fx file, set up with !nearly! all? vectors and matrices, so u can play around and see your own effect take place on the whole scene. pressing "7" will reload the userdefined.fx file.

hope you have fun with it. and keep on posting your shaders
Posted By: ventilator

Re: shadercompilation demo and learning section! - 02/06/04 21:24

wow! some very cool effects! ...cross hatching looks very nice if it gets used for the whole level! ...the scrolling fur fire effect is impressive!
Posted By: Drew

Re: shadercompilation demo and learning section! - 02/07/04 08:01

How do you load your .fx? whats the code?
Hard to find info on it...
thanks

Posted By: qwerty823

Re: shadercompilation demo and learning section! - 02/07/04 08:06

effect_load(material,string name)

Loads an effect file in Microsoft .fx format from the work folder into the given material, and applies to effect to all models and terrain that have this material assigned. This instruction can be used to edit effects and shaders in real time and observe the result immediately in the game.

Its in the latest manual, from one of the Blame the Manual threads.
Posted By: Drew

Re: shadercompilation demo and learning section! - 02/07/04 08:09

Thank you!
Posted By: ello

Re: shadercompilation demo and learning section! - 02/07/04 15:41

here is a new version: has some good improvements:

















f1 toggles the help
download

shaders are great , only question, when to sleep...
Posted By: Braxton

Re: shadercompilation demo and learning section! - 03/10/05 10:36

None of these links work! How can I get the shader?
Posted By: Yulor

Re: shadercompilation - 03/10/05 10:55

Quote:

WHOA! NICE!!

you can really see how shaders are going to change everything...




maybe i need to get my glasses fixed.. but I see no images..

edit: then again, I don't wear glasses.
Posted By: TripleX

Re: shadercompilation - 03/10/05 16:36

the post is over 1 year old..
Posted By: ello

Re: shadercompilation - 03/10/05 16:43

go to my downloads section and find "shader08022004"
due to many website changes almost any links older than half a year have changed.

and i think thats not the only thing that changed. dx8 -> dx9
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