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Re: Surreal Material Effects/Shader Editor vers 1 [Re: Nadester] #30084
07/09/04 14:21
07/09/04 14:21
Joined: Aug 2002
Posts: 906
the future
N
nuclear_winter Offline
User
nuclear_winter  Offline
User
N

Joined: Aug 2002
Posts: 906
the future
Quote:

In future versions I will include effects for cel shading, enviromental mapping, and so on

Cheers!




YESSS! Thank you!!

Re: Surreal Material Effects/Shader Editor vers 1 [Re: nuclear_winter] #30085
07/09/04 14:28
07/09/04 14:28
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
where are the .fx shaders coming from? Are they A6 shaders renamed to .fx ,can they be converted or exported from examples?
Is there a way you can accept .wdl shaders? of so I have a bunch to add...ive tried a few with no luck...
old questions, new tool

Last edited by Drew; 07/09/04 14:32.
Re: Surreal Material Effects/Shader Editor vers 1 [Re: Drew] #30086
07/09/04 15:25
07/09/04 15:25
Joined: Jun 2003
Posts: 232
Germany
fernlicht Offline
Member
fernlicht  Offline
Member

Joined: Jun 2003
Posts: 232
Germany
Oh men - thats really superb! to create a shadereditor out of the community.
we all want that ! thanks a lot nadester. keep up your work!!!

Re: Surreal Material Effects/Shader Editor vers 1 [Re: Drew] #30087
07/09/04 23:31
07/09/04 23:31
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
Senior Developer
qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
Drew, an .fx file is basically what would be inside the effect=""; line of a wdl material definition. You can leave effect=""; out of the material definition, save it to an .fx file, and load it at runtime using effect_load(material,fx_file);

This is what SMEE does, since you cant really define materials at runtime (at least not without the betas create_material).


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Surreal Material Effects/Shader Editor vers 1 [Re: qwerty823] #30088
07/10/04 05:54
07/10/04 05:54

A
Anonymous
Unregistered
Anonymous
Unregistered
A



Yes, but is this just a name given, or is it actually the same as the .fx files created by tools such as NVidias Shader Editor, where you can change settings (like in SMEE), and then save a .fx file. I'd be interested to know if these file types are compatable, or just assigned the same extension, but are actually different formats.

Re: Surreal Material Effects/Shader Editor vers 1 [Re: ] #30089
07/10/04 06:20
07/10/04 06:20
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
Senior Developer
qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
Most of those tools create directx9 shaders in fx file format. Since this engine uses Dx8.1, they wont work. Usually they have HLSL shaders in them, along with instructions for compiling them.

The .fx file format used by SMEE, SSE, and A6 is the Dx8.1 .fx file format. Here is a link, if you want to know what they contain, and feel free to look at the .fx files that come with SMEE.

http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dx81_c/directx_cpp/GRAPHICS/Reference/Shader/EffectReference/EffectReference.asp


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Surreal Material Effects/Shader Editor vers 1.1 ! [Re: Nadester] #30090
07/10/04 18:58
07/10/04 18:58
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi Nadester!

Sorry if I answer a few late, but I don't have understood nothing, is the new release that you have released the full version?, or is it only one update for the full version? if is so it doesn't can ever work, then serves me the release base, and the new update that you have released?
My graphiccard is an ATI Radeon 9000, and until now the 90% of the shader that I have found, also those on WIKI works perfectly! [oceanwater], [furshader], [bumpmapping], and [wavinggrass], and also the [terrainshader], they function well, I now don't know what I do of mistaken.
Thank you

Sincere greetings

Salva

Re: Surreal Material Effects Editor - Update 1.1 ! [Re: Nadester] #30091
07/11/04 06:42
07/11/04 06:42
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
Serious User
Guardian  Offline
Serious User

Joined: Oct 2001
Posts: 1,285
USA
Hi Nadester, very nice program. I did notice some errors with the output.

In the tests I did, none of the files created had a semicolon at the ends of code
lines. I am running a 6 year old+ system, which could just barely run the program
sort of was like a window within a window some of the code worked for me after fixing but some did not.

Most likely my fault, as I am not able to use many of these effects. Having only an old 32mg video card.

Anyway very nice. Wish I could use your file save dll in some of the programs I
have been coding.


Keep up the good work.


Guardian


Guardian

Game Models
Re: Surreal Material Effects Editor - Update 1.1 ! [Re: Guardian] #30092
07/11/04 12:59
07/11/04 12:59
Joined: Dec 2003
Posts: 290
sonic2nd Offline
Member
sonic2nd  Offline
Member

Joined: Dec 2003
Posts: 290
Quote:

Hi Nadester, very nice program. I did notice some errors with the output.

In the tests I did, none of the files created had a semicolon at the ends of code
lines. I am running a 6 year old+ system, which could just barely run the program
sort of was like a window within a window some of the code worked for me after fixing but some did not.

Most likely my fault, as I am not able to use many of these effects. Having only an old 32mg video card.

Anyway very nice. Wish I could use your file save dll in some of the programs I
have been coding.


Keep up the good work.


Guardian



A 6 year old system? My 3 year old system is fustraiting enough... and that is a 1.8ghz pc with geoforce 4 card. Anyway, somewhere he has a website. He posted it in this topic. Check out the site, and sign up(it is a forum based site and you must register to do anything.) There are tutorials on how to add bump mapping, dirt mapping, light mapping, as well as fur shading into the game. The program should be perfect by version 2.0, hopefully. And if there will be a version 2.0.
===============
And hopefully I can say the same about 3d Gamestudio A7... in which I am sure they'll have something like this.

Last edited by sonic2nd; 07/11/04 13:02.

I am the Micheal Jordan of spam!
Re: Surreal Material Effects Editor - Update 1.1 ! [Re: Guardian] #30093
07/12/04 07:20
07/12/04 07:20
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

Anyway very nice. Wish I could use your file save dll in some of the programs I have been coding.




I actually did the main code for the file-open/save dialog for him (he just added more file types to it), only he managed to get it to work with the libraries (mine were going a little crazy )

I'd be happy to share the source I have for it (it is a very simple windows API call) if you want.


I no longer post on these forums, keep in touch with me via:
Linkedin.com
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