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The holy ShaderGrail [paid or / and exchange] #179073
01/21/08 11:27
01/21/08 11:27
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
Hi,

we are in need of an advanced shaderprogrammer for A7.
If youŽre able to solve one of the following task, please contact me via pm or answer here:



1.
A combination of Ventilators lightmapping with normalmapping and three dynamic lights
+ the ability to handle more than one tiled texture (min. 3 colormaps, min. 3 normalmaps)
It should also deal with alphachannels.
Optional: Easy shaderassignment through functions and suffixed bitmap names e.g. "house1_0_normal.dds", "house1_0_lightmap.dds"...




2.
It would be nice to have a solution to define more textures through a plugin.
If you can provide such a plugin, please contact me, too.



3.
Dynamic shadow mapping in a usable manner. It should run with acceptable framerates.
Both omnidirectional and hemispheriacel shadow maps would be nice.



We would give you models or textures in exchange. Heck, IŽll even pay for it.
I know that these are very ambitious tasks and I would provide you with a decent payment.
If you got any questions feel free to ask.


Here are some studies and early drafts of our upcoming project, codename MS ( ) :


Some work of our teammembers:




Concept that shows some of our design rules:




First testscene with normalmapping + static shadows:




Thanks for your attention.


no science involved
Re: The holy ShaderGrail [paid or / and exchange] [Re: fogman] #179074
01/21/08 15:08
01/21/08 15:08
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
...if only I still had a graphics card


xXxGuitar511
- Programmer
Re: The holy ShaderGrail [paid or / and exchange] [Re: xXxGuitar511] #179075
01/21/08 15:55
01/21/08 15:55
Joined: Apr 2007
Posts: 24
D
djbios Offline
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djbios  Offline
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D

Joined: Apr 2007
Posts: 24
Hi xXxGuitar!

Re: The holy ShaderGrail [paid or / and exchange] [Re: xXxGuitar511] #179076
01/21/08 23:10
01/21/08 23:10
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
Quote:

...if only I still had a graphics card




Maybe we shoud buy you a new graphic card then


Models, Textures and Games from Dexsoft
Re: The holy ShaderGrail [paid or / and exchange] [Re: Machinery_Frank] #179077
01/22/08 04:25
01/22/08 04:25
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
...I'm going to work on getting my "old" computer. I miss working with shaders too much, and this is a great opportunity. I'm up for the task, and I think I could pull it off well...

...However, I can't make any promises on #2 (more textures), but I'll look into it...


xXxGuitar511
- Programmer
Re: The holy ShaderGrail [paid or / and exchange] [Re: xXxGuitar511] #179078
01/22/08 08:56
01/22/08 08:56
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
i think with lite-c number 2 could work without a plugin. look for settexture in the directx sdk effect documentation. i don't know why you would need so many textures layers though.

Re: The holy ShaderGrail [paid or / and exchange] [Re: ventilator] #179079
01/22/08 09:48
01/22/08 09:48
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
The first task is already completed by Slin.
So the "only" thing we need now is the shadowmapping.


no science involved
Re: The holy ShaderGrail [paid or / and exchange] [Re: ventilator] #179080
01/22/08 09:54
01/22/08 09:54
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
Quote:

i don't know why you would need so many textures layers though.




I try to explain this.

We make our levels with models. But a complete room needs many textures for floor, wall, ceiling, columns and static details.
Until now I just copied all needed textures into one big texture. But then I have to map every floor tile since I cannot tile them over the uv-space. I have to create polygons for every floor tile, for every ceiling tile and so on. This results in much more polygons for a room.

We still can copy some textures into one. But the tilable textures should have their own texture space.

We would be very pleased, if you could direct us into the right direction. Thanks in advance!


Models, Textures and Games from Dexsoft
Re: The holy ShaderGrail [paid or / and exchange] [Re: Machinery_Frank] #179081
01/22/08 10:16
01/22/08 10:16
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
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Joined: May 2002
Posts: 7,441
ah! first i misunderstood what you meant but now i see. i don't think you need any special code at all then. models support as many textures as you want.

i found this:

Quote:

Model shaders now support several skins per mesh subset, f.i. for normal maps. The skin assignments are detected automatically by the engine. Any additional skins that belong to a subset must immediately follow the skin that is assigned to that subset. For instance, let's assume that an entity has 3 mesh subsets, and the following skin assignments:

Skin1 -> assigned to subset 1
Skin2 -> unassigned (normal map for subset 1)
Skin3 -> subset 2
Skin4 -> unassigned (normal map for subset 2)
Skin5 -> subset 3
Skin6 -> unassigned (normal map for subset 3)
Skin7 -> unassigned
Skin8 -> unassigned

The 3 subsets are rendered in 3 passes, where the assigned skin is always entSkin1 and the normal map is always entSkin2. In render pass 1, Skin1 is used for entSkin1, Skin2 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4. In render pass 2, Skin3 is used for entSkin1, Skin4 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4. In render pass 3, Skin5 is used for entSkin1, Skin6 for entSkin2, Skin7 for entSkin3, and Skin8 for entSkin4.




but i am not sure how it has to be set up (if you have to embed the shader in med somehow or not).

Re: The holy ShaderGrail [paid or / and exchange] [Re: ventilator] #179082
01/22/08 10:54
01/22/08 10:54
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
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fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
We are working with Slin to solve this "problem". Atm only the third texture set is rendered.
But at least with a correct normal- and lightmap.
Some screens will follow.


no science involved
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