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How can we use ".fxo" effects in 3DGS #393601
02/05/12 10:55
02/05/12 10:55
Joined: Jan 2012
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gamers Offline OP
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How can I use ".fxo" effect scripts in 3DGS, or is there any way to convert .fxo format to .fx format,without loosing the effect quality ???

Re: How can we use ".fxo" effects in 3DGS [Re: gamers] #393618
02/05/12 16:12
02/05/12 16:12
Joined: Jan 2002
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Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Originally Posted By: Manual
8.03 For externally compiling effects, use the -fxo command line option. P If a compiled effect file (*.fxo) exists and is newer than the given effect script (*.fx) from the material definition, the compiled effect will be loaded. This speeds up material loading. It also makes it unnecessary to include the shader compiler (d3dcompiler_42.dll) in the published version when only compiled effects are used.


http://www.conitec.net/beta/Shader-effect.htm

The .fxo file format has absolutely nothing to do with the quality of an effect. It's just a different form of presentation - namely compiled code instead of human readable code.


Always learn from history, to be sure you make the same mistakes again...
Re: How can we use ".fxo" effects in 3DGS [Re: Uhrwerk] #393643
02/05/12 20:05
02/05/12 20:05
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gamers Offline OP
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Ok, but how can I integrate this fxo files with my project???

Re: How can we use ".fxo" effects in 3DGS [Re: gamers] #393645
02/05/12 20:26
02/05/12 20:26
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Uhrwerk Offline
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Uhrwerk  Offline
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Where did you get these .fxo files?


Always learn from history, to be sure you make the same mistakes again...
Re: How can we use ".fxo" effects in 3DGS [Re: Uhrwerk] #393650
02/05/12 21:18
02/05/12 21:18
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HeelX Offline
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If you have a MATERIAL* and write something like effect = "myLittleShader.fxo" instead of = "myLittleShader.fx", the engine loads the *.fxo instead of compiling the .fx file. Though remark, that you have to use a shader that is designed for usage with Gamestudio. If you have an .fxo file from another game that wasn't created with Gamestudio, it is rather unlikely, that you can run the shader with Gamestudio (even though it's based on HLSL). And I doubt that you can recover the original HLSL shader code, unless you figure out how to decipher the compiled shader ASM instructions so that you get a sophisticated understanding for what is going on.

Re: How can we use ".fxo" effects in 3DGS [Re: HeelX] #393667
02/06/12 08:50
02/06/12 08:50
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gamers Offline OP
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Originally Posted By: HeelX
If you have a MATERIAL* and write something like effect = "myLittleShader.fxo" instead of = "myLittleShader.fx", the engine loads the *.fxo instead of compiling the .fx file. Though remark, that you have to use a shader that is designed for usage with Gamestudio. If you have an .fxo file from another game that wasn't created with Gamestudio, it is rather unlikely, that you can run the shader with Gamestudio (even though it's based on HLSL). And I doubt that you can recover the original HLSL shader code, unless you figure out how to decipher the compiled shader ASM instructions so that you get a sophisticated understanding for what is going on.


Thanks HeelX,I solved the problem laugh


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