Great!
Thanks for your feedback! :-)

So since you mentioned shader, I seem to be able to use FX-shader right?

Here is a sample, a piece of code of one of my shaders I use (it is a nice human skin shader).
It is FX-shader and for how much I saw until now, should be compatible.
Do you guys think I could use my shader collection with this engine?

Sample:
Code:
//----------------------------------------------------------------------
//pmotskin 
//
//----------------------------------------------------------------------

	#define USE_MAINLIGHT		
	#define USE_SUBLIGHT	
	#define USE_NORMALMAP	
	#define USE_TEXTURE			
	#define USE_MATE_AMBCOL		
	#define USE_SPECULAR		
	#define USE_RIMLIGHT		
	#define USE_KERATIN		
	#define USE_SPHEREMAP		
	#define USE_SUBSURFACE		

//----------------------------------------------------------------------

#define NORMALMAP_MAIN_FILENAME "dummy_n.bmp" 
float NormalMapMainLoopNum = 1;
float NormalMapMainHeightScale = 1.0;

#define NORMALMAP_SUB_FILENAME "skin2_normal.bmp" 
float NormalMapSubLoopNum = 30;
float NormalMapSubHeightScale = 1.0;

float MicroFacet = 0.30;
//----------------------------------------------------------------------
float SubsurfaceHLamb	= 0.9;
float3 SubsurfaceCol =float3(0.2,0.05,0.02);
float SubsurfacePow	= 0.9;

float SurfacePow	= 2;
float SurfaceBias = 0.05;
float4 SurfaceCol =float4(0.9,0.8,0.6,0.3);

float TransparentPow	= 1.1;
float TransparentRate   = 1.0;	

//----------------------------------------------------------------------
float SphereMapScale = 1.0;

//----------------------------------------------------------------------
float MainLightParam = 0.980;	
float MainHLamb = 0.8;	

float SpPowBias = 1.0;
float SpScale = 0.4;
float3 SpBias = 0.0*float3(1,1,1);

float RimPow	= 2.9;
float3 RimRate = 0.1;

float SubLightParam = 0.13; 
#define USE_SUBLIGHT_NUM 6	
float SubHLamb = 0.9;		

float MainLightAmbRate = 0.1;	

//----------------------------------------------------------------------
#include "pmotskin_common.fx"



Or does 3dgs use something completely different for it's shader, a different syntax?

Last edited by middleagechinese; 11/16/16 19:48.

Hello, it is me,

Middleagedchineseman!

Note: Not actually Chinese, nor middle age