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updated Ultimate Shader Collection? #58396
11/04/05 07:16
11/04/05 07:16
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Would anyone like to see an updated Ultimate Shader Collection? I have been thinking about producing this as a package and was wondering if their were enough fans of the original and enough people interested in me creating an updated version

Ultimate Shader Pack 2
single choice
Votes accepted starting: 11/04/05 07:15
Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58397
11/04/05 23:15
11/04/05 23:15
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Are there any things that you'd like to see added in? Any critiques of the original pack?
Instead of the old display of just the shaders I thought a techdemo could be a cool idea.
I am thinking of setting up XeXeS's Sylex Engine so that you can have HDR, soft shadows, fresnel water, mirrors and so forth as Sylex really needs a good example and is quite a cool free engine expansion for 3dgs

Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58398
11/04/05 23:19
11/04/05 23:19
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
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Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
The XeXeS's Sylex Engine idea is a good one. I am waiting for it document translation.

Re: updated Ultimate Shader Collection? [Re: XNASorcerer] #58399
11/04/05 23:41
11/04/05 23:41
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Yeah I thought'd be a good idea about Sylex. I got rough translations through google with the Sylex documentation but they've been really shabby so I've spent time delving into understanding the code without the inputted tutorials.
I've had great luck and have worked it out, but some of the best features don't work without conitecs next update coming soon. I think it'll be easier to understand Sylex through an actual example rather than a rough tutorial.
If you remember the half life 2 shader techdemo walkthrough, I think I'll do something similar.

Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58400
11/04/05 23:56
11/04/05 23:56
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Is there anyway that you could include a multitexture terrain shader that support more than 4 textures?

Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58401
11/04/05 23:57
11/04/05 23:57
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
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Lion_Ts  Offline
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Joined: Aug 2005
Posts: 1,185
Ukraine
Do it.
and sylex too. I tryed sylex, but haven't full success (don't know German )
Some postprocess effects from sylex kills my other shaders on models.
THANK YOU.
P.S.
Your ultimate shader pack is very good and helpfull.

Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58402
11/05/05 00:04
11/05/05 00:04
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,142
California
Please do. That would rock.


Formula Games - A place to buy and sell Indie games.
Re: updated Ultimate Shader Collection? [Re: Lion_Ts] #58403
11/05/05 00:06
11/05/05 00:06
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
@ Sorceror: like steempipes old one, I'll look into it
@ Lion_Ts: thanks for the compliment and I'm going to start on wednesday, after my last exam of my last year at school!
@ At alll: Any other features, critiques or input?

Thanks,

Matt Coles

Re: updated Ultimate Shader Collection? [Re: Matt_Coles] #58404
11/05/05 00:58
11/05/05 00:58
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
Other features:

Perhaps each shader/ffp at level geometry, terrain and model last one with move, turn and animation) inside and outside.

Plants with some of that shaders, if possible. I would like to have ffp env_mapping on one of Loopix plants.

Critiques:

The bump mapping has awfully dark 'shadows', and the highlights of the others are a bit too light.

Input:

In HL2 they seemed to relate the ffp env_mapping to the shadowmap, so that you mainly see it in the shadowy part of the levelgeometry.

If you find a way to fix the parallax mapping that it is correct at every surface angle and view angle, that would be great, although I fear that it is tough.

-------
Perhaps the best way is to start with a basic demo, that can get more and more additions with the help of the community here.

What about collaboration with Rigoletto, maybe he would add an ingame tutorial about how one can modify an ffp or shader!

If one can help out with textures models, level, geometry - just tell us!

This are just suggestions! Thanks for your efforts!

Re: updated Ultimate Shader Collection? [Re: Pappenheimer] #58405
11/05/05 02:11
11/05/05 02:11
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
I've got shaders on loopix's plants, a basic sway but could incorporate an env map.
The bump map was being used for multiple textures and I really should have created a seperate one for bump mapping to make it softer.
I've been looking behind HL2 a lot lately, now with lost coast and I'm trying to find out how they attached the shadow map to the env mapping.
Parrallax Mapping is the hardest one to do. I've played with it for ages and can't seem to get the texture applied just right. There may be a fix in the update as it is a tangent issue.
The shaders have come a long way from the last shader collection, specular shading looks better, fog is incorporated and more have been added in.

An opensource development with the community is an interesting idea and the idea of getting Rigoletto to write an tutorial for altering shader properties is interesting if he or someone else is interested. Else I might include a small readme guide with how to

Thanks for the suggestions,

Matt Coles

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