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fx_watermirror shader problem #354931
01/23/11 13:15
01/23/11 13:15
Joined: Feb 2009
Posts: 46
Spain
B
Beker Offline OP
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Beker  Offline OP
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Joined: Feb 2009
Posts: 46
Spain
I changed all possible values of the shader script, but I can not solve the problem.
Other shaders do not work well on large stages, that is my reason to try to resolve this problem.

The problem...


Re: fx_watermirror shader problem [Re: Beker] #354941
01/23/11 14:42
01/23/11 14:42
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
http://www.loopix-project.com/

->Easy->Templates->Misty_Mood Lite-C

have fun with the shader and the shoreline wink




-----

EDIT: Oh, i forgot to mention. There is a great water editor for Lite-C out there. Should solve your problems.

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=259345&page=1



Re: fx_watermirror shader problem [Re: Rondidon] #355066
01/24/11 14:34
01/24/11 14:34
Joined: Feb 2009
Posts: 46
Spain
B
Beker Offline OP
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Beker  Offline OP
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Joined: Feb 2009
Posts: 46
Spain
Mystimod and Shade-c, perform poorly with large dimensions of the ocean. :-(

Re: fx_watermirror shader problem [Re: Beker] #355083
01/24/11 15:33
01/24/11 15:33
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I guess that depends a lot on your graphicscard... And the size anyway shouldn´t matter too much, but the size of the screens area showing the water, the resolution of the used textures and the detail rendered in the reflection and refraction views...

Re: fx_watermirror shader problem [Re: Slin] #355125
01/24/11 19:58
01/24/11 19:58
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Have you tried with water.c demo from sample folder?

Click to reveal..
////////////////////////////////////////////////////////
// Water shader demo.
// Copyright 2010 by oP group Germany.
// Commercial Edition or above required for shaders
////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
#include <keys.c>
#include <level.c>
#include <entmove.c>
#include <mtlFx.c>

#define PRAGMA_PATH "%EXE_DIR%\\templates\\levels";

////////////////////////////////////////////////////////
var water_height,water_ripple,water_scale;

FONT* fHelp = "Arial#16bi";

PANEL* pHelp =
{
digits(5,5,"[1]/[2] -> water level: %4.1f",fHelp,1,water_height);
digits(5,20,"[3]/[4] -> wave height: %3.0f",fHelp,1,water_ripple);
digits(5,35,"[5]/[6] -> wave scale: %3.0f",fHelp,1,water_scale);
digits(5,50,"Cursor keys -> move camera",fHelp,0,0);
flags = SHOW;
}

action water()
{
fx_mirrorWater();
while(1) {
if(key_hit("1")) terrain_raise(me,0.5);
if(key_hit("2")) terrain_raise(me,-0.5);
// shader skills contain float values, but are defined as var
// therefore the floatv/fixv conversion stuff is required
if(key_hit("3")) my.skill43 = floatv(fixv(my.skill43)+5);
if(key_hit("4")) my.skill43 = floatv(fixv(my.skill43)-5);
if(key_hit("5")) my.skill44 = floatv(fixv(my.skill44)+5);
if(key_hit("6")) my.skill44 = floatv(fixv(my.skill44)-5);
water_height = terrain_get_z(my,1);
water_ripple = fixv(my.skill43);
water_scale = fixv(my.skill44);
wait(1);
}
}

action blob()
{
my.skill42 = floatv(30); // texture influence
fx_envBump();
ent_rotate(me,2,1.5,0.5);
}

function main()
{
if (d3d_shaderversion<2020)
error("Shaders only supported in Commercial Edition!");
d3d_antialias = 4;
video_mode = 8;
fps_max = 60;
// load a level, and create sky, water, and a model :
level_load("small.hmp");
ent_createlayer("skycube+6.dds",SKY | CUBE | SHOW,1);
ent_create("water.hmp",vector(0,0,-5),water);
ent_create("blob.mdl",vector(0,0,30),blob);
vec_set(sun_color,vector(200,240,240));

// set up some parameters for the camera
vec_set(camera.x,vector(-120,0,75));
camera.tilt = -30;

// activate flythrough
def_move();
}






Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: fx_watermirror shader problem [Re: rojart] #355309
01/26/11 13:11
01/26/11 13:11
Joined: Feb 2009
Posts: 46
Spain
B
Beker Offline OP
Newbie
Beker  Offline OP
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Joined: Feb 2009
Posts: 46
Spain
Sorry, I found the problem, you can not use that shader with land fx_terrain3. The problem happens to not be possible to use PORTALCLIP flag.

"Solve" using only 2 textures to the shader fxterrain3, and disconnecting fx_mirror shaders, so I could use PORTALCLIP, and looks in the mirror the first texture to the ground.

Re: fx_watermirror shader problem [Re: Beker] #355972
01/30/11 07:06
01/30/11 07:06
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
Expert
Rondidon  Offline
Expert

Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Wow, have a look at this. Totally forgotten about it. This could be more than perfect for you. It`s from Hummel.

http://www.youtube.com/watch?v=rwrMlQ6m7jQ


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