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Re: AckCon12 Live Stream [Re: FBL] #403352
06/18/12 18:23
06/18/12 18:23
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
Mit dem Urlaub wirds morgen übrigens nichts... frown
Der Auspuff ist zwar problemlos gefixt, aber dafür hats mir mal eben noch die Treibstoffleitung gefetzt..................

Re: AckCon12 Live Stream [Re: PadMalcom] #403353
06/18/12 18:24
06/18/12 18:24
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
So sieht man terrain:
Code:
float4x4 matWorldViewProj;
float4x4 matWorld;
float4 vecSkill41;
float4 vecSunDir;
float4 vecTime;

texture mtlSkin1;
sampler2D smpBlend = sampler_state
{
	texture = <mtlSkin1>;
};

texture entSkin1;
sampler2D smpTex = sampler_state
{
	texture = <entSkin1>;
};

texture entSkin2;
sampler2D smpNorm = sampler_state
{
	texture = <entSkin2>;
};

struct VS_OUT
{
	float4 position : POSITION;
	float4 texcoord : TEXCOORD0;
	float3 lightdir : TEXCOORD1;
};

VS_OUT vs_main1(float4 inPos : POSITION, float4 inNormal : NORMAL, float2 inTex : TEXCOORD0)
{
	VS_OUT o = (VS_OUT)0;
	o.position = mul(inPos, matWorldViewProj);
	o.texcoord.xy = inTex;
	o.texcoord.zw = mul(inPos, matWorld).xz*0.001;
	o.lightdir = inNormal.xyz;
	return o;
}

float4 ps_main1(float4 inTex : TEXCOORD0, float3 inNormal : TEXCOORD1) : COLOR0
{
	float4 blend = tex2D(smpBlend, inTex.zw);
	clip(blend.x-vecSkill41.y);
	return tex2D(smpTex, inTex.xy)*(saturate(dot(inNormal, -vecSunDir.xyz))+0.5);
}

VS_OUT vs_main2(float4 inPos : POSITION, float4 inNormal : NORMAL, float2 inTex : TEXCOORD0, float4 inTangent : TEXCOORD2)
{
	VS_OUT o = (VS_OUT)0;
	float height = max(inPos.y+50.0, 0.0)*vecSkill41.x*0.1;
	inPos.x += sin(inPos.x*0.001+vecTime.w)*height;
	inPos.z += cos(inPos.z*0.001+vecTime.w)*height;
	inPos.y += height;
	o.position = mul(inPos, matWorldViewProj);
	o.texcoord.xy = inTex;
	o.texcoord.zw = mul(inPos, matWorld).xz*0.001;
	
	float3x3 matTangent;
	matTangent[0] = inNormal.xyz;
	matTangent[1] = cross(inNormal.xyz, inTangent.xyz);
	matTangent[2] = inTangent.xyz;
	
	o.lightdir = mul(matTangent, -vecSunDir);
	
	return o;
}

float4 ps_main2(float4 inTex : TEXCOORD0, float3 inLight : TEXCOORD1) : COLOR0
{
	float4 blend = tex2D(smpBlend, inTex.zw);
	clip(-blend.x+vecSkill41.y);
	float3 normal = tex2D(smpNorm, inTex.xy);
	return tex2D(smpTex, inTex.xy)*(saturate(dot(normal, inLight.xyz))+0.5);
}

technique t0
{
	pass p0
	{
		FillMode = Wireframe;
		VertexShader = compile vs_3_0 vs_main1();
		PixelShader = compile ps_3_0 ps_main1();
	}
	
	pass p1
	{
		FillMode = Solid;
		VertexShader = compile vs_3_0 vs_main2();
		PixelShader = compile ps_3_0 ps_main2();
	}
}



Wobei das eigentliche feature leider nicht genutzt wird tongue

Re: AckCon12 Live Stream [Re: Slin] #403356
06/18/12 18:45
06/18/12 18:45
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Hier noch ein Video, das einen Meister dieses Spiels zeigt:
http://www.youtube.com/watch?v=C-_bCG8NpnE&feature=plcp
laugh

Re: AckCon12 Live Stream [Re: Slin] #403359
06/18/12 19:02
06/18/12 19:02
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Originally Posted By: Slin
So sieht man terrain:
(...)

Wobei das eigentliche feature leider nicht genutzt wird tongue


Dann solls HeelX doch noch einbaun.
Ich schaffe es evtl. noch statt das Auto heute vollzupacken, den Typewriter Aufblitz Bug zu fixen. Für den hatte ich ja keine Zeit mehr...

Shader kurz getestet: Geht.


Last edited by Firoball; 06/18/12 19:03.
Re: AckCon12 Live Stream [Re: Rondidon] #403365
06/18/12 20:13
06/18/12 20:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: Rondidon
Humoristische Ideen: Anzeigen von verstecktem Code in der A8 zur Sterbeverhinderung, Candlelight-Dinner-Code aus Utopia mit Auswahloptionen, Codeauszüge aus dieser Geldstaubsauger-Entwicklungssoftware, versteckte Weltherrschaftsfunktionalitäten in der Acknex, der neue WED, die JCL-Backdoor, die Wahrheit über die Android-Version in Codeform, 42, 2012 und die anderen Sachen. Da könnte man glatt einen Thriller draus machen. laugh

Es ist ein Leichtes, eigene Texte für das Spiel beizusteuern! grin
(Hat Firoball jedenfalls behauptet! wink )

Re: AckCon12 Live Stream [Re: Pappenheimer] #403372
06/18/12 21:16
06/18/12 21:16
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Bloß nichts am Listings Ordner Inhalt drehen!

Ups...

Re: AckCon12 Live Stream [Re: FBL] #403374
06/18/12 22:36
06/18/12 22:36
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
so... den Typewriter nochmal ein wenig gepatcht, damit das Flackern beim Levelwechsel weg ist.
Man sollte einfach nicht mit Bier programmieren. Schön ist der Code noch immer nicht laugh

Re: AckCon12 Live Stream [Re: FBL] #403375
06/18/12 22:56
06/18/12 22:56
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
We'll shortly deliver an After Party update with following fixes:

- full HD resolution is now supported
- Credits Rhapsody plays now without installing OGG drivers
- Basswrap recompiled for latest BASS version
- Flickering in typewriter after level finish removed
- Fixed shader problems on some Geforce cards
- aaaaand... reduced sad trombone volume laugh


Re: AckCon12 Live Stream [Re: FBL] #403385
06/19/12 08:29
06/19/12 08:29
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859

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