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Glow Shader (From Wiki) #65815
03/08/06 14:59
03/08/06 14:59
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A.Russell Offline OP
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A.Russell  Offline OP
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I'm having trouble with Matt Aufderheide' glow shader posted in the Wiki.

I'm not new to shaders, but I don't know why this one won't work. I saved it as a .fx file and included the usual material definition plus set a model to that material. However, I get:

Error in efect; glowmodel ID3DXEffectCompiler: There were no techniques


What could that be? Obivously it found the file, and the material definition points to it. I'm stumped.

Re: Glow Shader (From Wiki) [Re: A.Russell] #65816
03/08/06 16:07
03/08/06 16:07
Joined: Oct 2000
Posts: 1,543
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Alexander Esslinger Offline
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Alexander Esslinger  Offline
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You must have did something wrong, recheck that you copied everything. The fx worked for me.. but looked really strange.

Re: Glow Shader (From Wiki) [Re: Alexander Esslinger] #65817
03/08/06 16:36
03/08/06 16:36
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Matt_Aufderheide Offline
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This isnt my shader really, its been modified by someone else.. so i have no idea what the problem is.


Sphere Engine--the premier A6 graphics plugin.
Re: Glow Shader (From Wiki) [Re: Matt_Aufderheide] #65818
03/08/06 20:46
03/08/06 20:46
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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huh what´s wrong with it? i really know it works... using it in many of my levels. as alexander esslinger said, check if you copied everything. if you don´t succeed, just post everything you got here.

Re: Glow Shader (From Wiki) [Re: broozar] #65819
03/09/06 03:58
03/09/06 03:58
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A.Russell Offline OP
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Okay, here's what I've got.

In the .fx file, a copy and paste of the shader script:

Code:

//////////////////////////////////////////////
//multipass shader for volumetric glow for models
/////////////////////////////////////////////////
//by matt_aufderheide
//ps 1.1 vs 1.1

texture entSkin1; //model skin
texture entSkin2;//entskin2 is the glow map.. make it a very dark solid color
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;
vector vecSkill1;
vector vecSkill41;
vector vecFog;
vector vecSunDir;

technique glow
{
pass p0
{
texture[0]=<entSkin1>;


zWriteEnable=false;
alphaBlendEnable=false;

vertexShaderConstant[0]=<matWorldViewProj>;
vertexShaderConstant[4]=<matWorld>;
vertexShaderConstant[8]=<matWorldView>;
vertexShaderConstant[16]=<vecSkill41>; // shell_distance, 0, fur_u_scale, fur_v_scale
vertexShaderConstant[17]={0.0,0.0,0.0,0.0}; // shell_number
vertexShaderConstant[19]=<vecSunDir>;
vertexShaderConstant[20]=<vecFog>;
vertexShaderConstant[94]=<vecSkill1>; // first_shell_brightness, brightness_increment, 0, 0
vertexShaderConstant[95]={0.5,1.0,2.0,0.0};

.......
Shortened
.......

mov r0,t0

};
}

pass p21 //this pass renders the model without the glow, so only the edgdes will glow..
{
texture[0]=<entSkin2>;


zWriteEnable=true;
alphaBlendEnable=false;
zenable=true;

Texture[0]=<entSkin1>;

ColorArg1[0]=Texture;
ColorOp[0]=Modulate;
ColorArg2[0]=Diffuse;


}
}



//in your main script

//material glowmodel
//{
// effect="glow.fx";
//}

//action anymodel{
// my.material=glowmodel;
// my.skill41 = float(0.3); // adjust the stength of the glow
//}


// the glow model needs two skins, the first is the diffuse map,
// the second can be very small (e.g. 16x16) and must be very dark, almost black






Then in my main script:

Code:

material glowmodel
{
effect="glow.fx";
}

function main()
{
time_smooth = 0.666;
randomize();
.....




And in the entity function:

Code:

function player_fighter()
{
player=my;
my.alive=1;



// my.bright = on;
breakpoint();
my.material = glowmodel;
my.skill41 = float(0.6); // adjust the stength of the glow
...



What's wrong with that?

Re: Glow Shader (From Wiki) [Re: A.Russell] #65820
03/09/06 21:05
03/09/06 21:05
Joined: Jun 2005
Posts: 4,875
broozar Offline
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you put the "anymodel" action content into a function. dunno if this is the solution, but that´s the only thing that is different from what i use.

action playermodel {
my.material=glowmodel;
my.skill41 = float(0.3);
player_fighter();
}

something like this should work.

Re: Glow Shader (From Wiki) [Re: broozar] #65821
03/10/06 11:45
03/10/06 11:45
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Posts: 4,427
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A.Russell Offline OP
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A.Russell  Offline OP
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Shouldn't be. Let me check...


...No, it wasn't that.

Could someone zip up a working example for me?


Last edited by A.Russell; 03/10/06 11:48.
Re: Glow Shader (From Wiki) [Re: A.Russell] #65822
03/11/06 09:22
03/11/06 09:22
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Posts: 4,875
sure. that´s my test level, you will need a ps/vs 2.0 graphics board for it. hope you don´t mind the stuff that´s in the level additionally, just have a look at the cone next to the furry lion. you can alter the stength of the glow by fiddling with the alpha channel.

http://i.1asphost.com/gaardenier/test.cab

it´s a *.cab, you need winRAR or filzip or equivalent.

Re: Glow Shader (From Wiki) [Re: broozar] #65823
03/14/06 15:56
03/14/06 15:56
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Posts: 4,875
ahem... did it work for you?

Re: Glow Shader (From Wiki) [Re: broozar] #65824
03/17/06 18:36
03/17/06 18:36
Joined: Mar 2003
Posts: 4,427
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A.Russell Offline OP
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A.Russell  Offline OP
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Thank you DaBroozar, that did work!

Comparing the files I found out what the problem was. This will be useful info for anyone out there with a foreign language version of Windows:

Make sure the text file is encoded as ASCII! (mine was encoded as UTF-8. This looks the same in your editor, but it will not compile)

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