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Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #427695
08/12/13 13:18
08/12/13 13:18
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
Senior Member
NeoNeper  Offline
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
The biggest problem I'm having in the opacity!
My vegetation models are appearing like a plate with green background eg!


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: Shade-C v0.91 BETA S1 RELEASED [Re: NeoNeper] #427706
08/12/13 14:30
08/12/13 14:30
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
maybe you use shade-c evo. in 0.91 it works fine.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #427719
08/12/13 17:05
08/12/13 17:05
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline
Senior Member
NeoNeper  Offline
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
YEP. I USE Shadec Evo.
This version runs faster on my projects and also has the most beautiful effects.
I'll see how it works in 0.9 and I'll try to implement in EVO. Tankz Sivan. (^.^)


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #431334
10/14/13 09:17
10/14/13 09:17
Joined: Oct 2013
Posts: 3
M
markjosol Offline
Guest
markjosol  Offline
Guest
M

Joined: Oct 2013
Posts: 3
ON AND I DON'T WANT UNFAIR COMPETITION.






________________________________________________
Fifa Ultimate Team Coins

Re: Shade-C v0.91 BETA S1 RELEASED [Re: markjosol] #431701
10/22/13 17:50
10/22/13 17:50
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Is there any chance to get a new version of EVO with transparancy support in the near future?

Re: Shade-C v0.91 BETA S1 RELEASED [Re: 82RJZAE] #431937
10/26/13 18:36
10/26/13 18:36
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: 82RJZAE
Anyone know how to fix "error: 88760b59"?

EDIT: I found out that if I had the folder "shadec" in a subdirectory it would give me that error; I had to put "shadec" in my project directory. I even tried defining all the subfolders but it still gave me that error.

EDIT2: I seem to be getting a lot of errors when I open a level in WED. For example:

Invalid name:
sc_lights_shadowmapLocal.fx

Invalid name:
sc_lights_shadowmapBlur.fx

...

Invalid name:
sc_pp_explosionRefractScreen.fx

Any idea how to get rid of these? It would seem the names are too long perhaps?

Just started testing shadec-evo and I found some irregularities.

If you got something like this "error: 88760b59" after compiling, just copy the sc_deferredLighting_LUT.dds file to the work folder.

The name file is for now restricted to 19 characters.

@oliver2s: I'll ask him what's going on, because i need this also.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Shade-C EVO: Deferred Transparency (1-Layer) [Re: rojart] #433968
12/09/13 17:12
12/09/13 17:12
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Uploaded a new version

Quote:

Added support for deferred transparency (1-layer)
Added setting to change g-buffer and lightbuffer bitdepth
Prepared pipeline for PBR
Fixed bug in specular lighting equation
Fixed tons of bugs


https://github.com/BoHHavoc/ShadeC-EVO

I might add Physically based rendering (PBR) in the near future, as i currently have a prototype running in Unity and porting it to Gamestudio shouldn't be to hard. It's based on the Unreal Engine 4 implementation and i have to say it looks pretty good in combination with dDo ( http://quixel.se/ddo/ ). laugh

Some news from my side:
I'll stop development of Shade-C in the not so distant future. One reason is that we dropped development of our inhouse game CSiS due to mayor bugs in gamestudio and/or our code and i no longer use gamestudio for other projects. CSiS was the only left.
The bigger reason however is this: Free time was very rare these past months and i doubt it will get better soon due to me and three other guys trying to get our company gentlymad on track ( http://gentlymad.org/game/inbetween ,there's a demo of our current game if you are interisted. It's not THAT bad, we came in 2nd place at German Multimedia Award 2013 and even got a live TV interview (SWR), radio interview (DasDing) and some newspapers also wrote about the game.).

I'm currently checking my options and am looking for individuals who want to continue the development of Shade-C. I have 2-3 guys in my head and i'll write them a pm but want to fix some critical stuff first so they have an easier starting.

I also apologize to all the people who wanted to help in the past that i didn't get back to because of lack of time. I hope you are not discouraged and will offer your help again, once there's a new "core-team" actively working on Shade-C (if there will be such a thing...).

Also, if you haven't noticed yet, Shade-C EVO is completly free now. Both for commercial and non-commercial projects.

I'll get back here at the end of 2013 and let you guys know about the current status and future of Shade-C.

See you then. (and please don't stop posting bugs, it's still important to write down all the problems and errors you encounter so they can be fixed in a future version).


Shade-C EVO Lite-C Shader Framework
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: BoH_Havoc] #433984
12/10/13 08:26
12/10/13 08:26
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
good to hear it is updated, and great new features are coming, sad to hear you will stop its development. hopefully there are good guys to work on it further as we cannot expect too much from the engine development side in this area... probably active 3dgs user count also dropped similarly to engine development speed.
currently I don't use shade-c evo but learnt a lot from your different shade-c packages, thanks for it!
moreover, I would be interested in what major engine bugs you realized and made your work impossible. they should be reported to be fixed. I know there is always a bug as you go further in gamestudio, but probably in other engines too.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: sivan] #434099
12/12/13 13:19
12/12/13 13:19
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Wow, thank you very much for this (maybe) final update. So much things were fixed. I tried it a few hours and I think now I can really implement it in IceX3 Editor.

Great christmas gift laugh

Btw: I found some bugs (some of them I fixed already). I will do more testing and then posting a bug and fix list here.

Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434110
12/12/13 20:06
12/12/13 20:06
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
I wanted to add fog to the scene. But the fog color (or colors in general) are wrong in the final screen.

In the following scene I have fog color of red=128, green=0, blue=200. But in the final scene the fog colors are: red=188, green=0; blue=229.

Any ideas where I can fix this? HDR, SSAO, DOF, etc... is all deactivated.


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