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Shader editor really ? #114100
02/27/07 13:21
02/27/07 13:21
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
Well, it has been announced from more than one year now (more ?) and shader editor still not here ?

Will we wait 6 months again ?


I modelise characters , and use normal maps (using XNormal tool or Silo) on low poly models.
I'm 3D artist oriented , i would like just to choose that standard next gen shader and put my normal map, specular map, and glow map on my character.

I don't want to code anything , like a lot of people i don't knwo anything about shaders (i'm a trool in that , and some other things ...)
so like a lot of people i would like to simply have the possibility to assign
this sort of shaders to a model and choose my bitmaps for specular, normal and glow.



Or have i to buy also Torque Advanced Engine (shaders and shader composing) ?
Torque Shader engine
I don't like the idea to pay royalties, don't like a lot it's script, don't want to code C++ (so it is possible to do all i want with it's script only ???)

Last edited by TheExpert; 02/27/07 13:28.
Re: Shader editor really ? [Re: TheExpert] #114101
02/27/07 15:18
02/27/07 15:18
Joined: Apr 2004
Posts: 83
DWilki Offline
Junior Member
DWilki  Offline
Junior Member

Joined: Apr 2004
Posts: 83
Yes, this would be of interest to me also. I have Torque Advanced and though it looks great, I like 3DGS much better. Besides, they have been working on a level editor for 2 years or more (Constructor) and I really like WED

On the forecast page it looks like they are working on a Normalmapping shader for 3DGS. In my dreams, when this shader is complete, it will allow you to apply normal maps to level geometry (that is at least in the BETA version where geometry is actually compiled as MESH) and take the shadowmap into account. It would also be great if this worked with a specular map. I see people asking for this kind of shader all the time.

Lots of other working shaders are available on the forums even very nice post processing shaders, but I'm sure you have seen these. Its just the normal mapping that works with world geometry that I'm hoping for. I know that this would be very slow with BSP blocks, so really this shader would be for the next generation level geometry and models.

The shader editor will also be very useful. I'm looking forward to seeing this.

Last edited by DWilki; 02/27/07 15:19.
Re: Shader editor really ? [Re: TheExpert] #114102
02/27/07 15:19
02/27/07 15:19
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
The editors don't appear with the wave of jcl's magic wand. They're in development and/or beta test and in the case of the shader editor, it's in alpha, so I wouldn't expect it until A7. It only makes sense to present A7 as an all new experience complete with overhauled tools (Lite C, GameEdit, shader editor, and overhauled and hopefully integrated MED/WED). I think including something like TripleX's particle editor would be a wise move, as well.

Given I find WED the easist of all editors to use, I hope the way you manipulate blocks is kept intact. I prefer dragging the vertices/yellow ticks to move edges, points, faces, etc. Other editors and modeling apps are not quite as intuitive as WED when it comes to this.

As for built in 3DGS shaders, Conitec should make sure they work on a majority if not all of the 3D cards, both Nvidia and ATI that support whatever shader model they go with. I believe they are not going above 1.4, however I think it would be beneficial to the users and Conitec's wallet if they eventually included some more modern, 2.0 shaders.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Shader editor really ? [Re: TheExpert] #114103
02/27/07 16:26
02/27/07 16:26
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Quote:

Or have i to buy also Torque Advanced Engine (shaders and shader composing) ?
Torque Shader engine




If you promise to spend your lifetime then on their forum, instead of ours, you have my leave to buy the Torque Advanced Engine.

Re: Shader editor really ? [Re: jcl] #114104
02/27/07 16:31
02/27/07 16:31
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Ohhhhhh.....

SNAP!!!!



Re: Shader editor really ? [Re: fastlane69] #114105
02/27/07 17:11
02/27/07 17:11
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
I looked at the TSE feature comparison; Tss, what a pice of crap.

And ontopic, When it's done! Do you think making shaders will be so easy with this app? Look at smee (or how it's called), it is at least hard for me to do something really impressive.

p.s JCL I love your kind of sarcasm

Re: Shader editor really ? [Re: TWO] #114106
02/28/07 10:32
02/28/07 10:32
Joined: Oct 2004
Posts: 1,856
TheExpert Offline OP
Senior Developer
TheExpert  Offline OP
Senior Developer

Joined: Oct 2004
Posts: 1,856
If you promise to spend your lifetime then on their forum, instead of ours, you have my leave to buy the Torque Advanced Engine

I already know that JCL
Anyone here could say the same thing, the problem even if i had Torque,
i should always come back to 3DGS it's like a drug, so i think i would keep
returning here and post about delays , features

Well , i'll try to make a big effort and don't talk about 3DGS missing things
and delay or make useless comparison with other engines.

But who will motivate conitec team to level up the wonderfull 3DGS package if
i don't post anymore about engine the ?

Re: Shader editor really ? [Re: TWO] #114107
02/28/07 11:41
02/28/07 11:41
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
The Expert:
Please stay!

Bloodline:
Quote:

I looked at the TSE feature comparison; Tss, what a pice of crap.





This is a very non-professional statement. Their shader implementation is not crap at all. Their shaders can be applied to every material: level geometry, models, sprites, whatever. Shader can be combined, it is a common tier that is planned to work on DirectX and OpenGL and it takes dynamic and static lighting into account.
As an artist I am dreaming of such a system in A7 and as a programmer I admire their skills and never would call that a crap.

By the way: Did I mention their well thought system of fallbacks to older shader versions of your graphic card?

Last edited by Frank_G; 02/28/07 11:54.

Models, Textures and Games from Dexsoft
Re: Shader editor really ? [Re: Machinery_Frank] #114108
02/28/07 13:28
02/28/07 13:28
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

Serious User
TWO  Offline

Serious User
T

Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
I don't meant the engine, it's nice. But the comparison to other engines. Sorry if this was unclear.


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