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Shader questions: When, where, how... #26337
04/17/04 06:11
04/17/04 06:11
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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trapped in a paper bag
let me just preface this: I'm not a coder, so its easier said than done..but I would be willing to trade art assets for shaders...

- Is there a Displacement map shader that could work with GS... a dx8.1 shader? If so, I would think this is a priority for conitec and users, its the new standard for charcters and weapons...(please, please!)
- can the bump shader be modified to do this?
- are there any shaders currently for gamestudio that handle lighting correctly, not just sun position?
- Are there any shader folks that would be willing to trade art for shaders? I desperatly need a glow and depth of field shader(s).
- Are there plans for easier implementation of .fx anbd cg shaders? like a copy and paste? (or do i really not understand shader integration...)
- Has anyone seen or tested the shader editor?
(i know its not in beta yet..where is it!! )
- why am I so obsessed with shaders? hehehe


Drew Medina
Game Developer (Artist)
Personal & professional website
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My Blogspot
Re: Shader questions: When, where, how... [Re: Drew] #26338
04/17/04 07:14
04/17/04 07:14
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
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A

Joined: Oct 2000
Posts: 1,543
Germany
Quote:

Is there a Displacement map shader that could work with GS... a dx8.1 shader


It's not possible to make a displacement mapping shader in DirectX 8 at all.

Quote:

are there any shaders currently for gamestudio that handle lighting correctly


Yes there are some, but I don't know of any public ones.

Quote:

Are there plans for easier implementation of .fx anbd cg shaders


No, not until the change to DirectX 9 is done. Until then, you need shader assembler.

Quote:

Has anyone seen or tested the shader editor?


No, and I don't think that it's really in development at the moment.

Re: Shader questions: When, where, how... [Re: Drew] #26339
04/17/04 07:23
04/17/04 07:23
Joined: Dec 2003
Posts: 111
California... I think...
PurpleTaiters Offline
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PurpleTaiters  Offline
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Posts: 111
California... I think...
Quote:

- why am I so obsessed with shaders? hehehe





Shaders are cool. I'm obsessed with shaders too (just not publically). Wait a minute! The above statement made itself false by me posting.

Re: Shader questions: When, where, how... [Re: PurpleTaiters] #26340
04/17/04 07:36
04/17/04 07:36
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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Thanks Alexander i think..that was bad news..hehehe
I know why im obsessed, PHOTOREALISM coming to a 3Dcard near you. Its my personal and professional goal, and shaders are the way to go...at east when they support DX9...

Re: Shader questions: When, where, how... [Re: Drew] #26341
04/17/04 11:44
04/17/04 11:44
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
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Drew  Offline OP
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trapped in a paper bag
Alexander gave me some great explanations in a PM why most shaders wont work in A6. Big letdown..but I can wait.
Most game related shaders are directx9..
thanks


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Shader questions: When, where, how... [Re: Drew] #26342
04/17/04 11:58
04/17/04 11:58
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
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A

Joined: Oct 2000
Posts: 1,543
Germany
...only the impressive ones are DirectX 9 .

Re: Shader questions: When, where, how... [Re: Alexander Esslinger] #26343
04/17/04 18:00
04/17/04 18:00
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
please explain that publicly! ...i guess a lot of effects won't work in a6 because they don't rely on shaders alone but need the collaboration of the engine. and setting render targets and such stuff isn't flexible enough with a6?

...
does displacement mapping tesselate the mesh dynamically?

Re: Shader questions: When, where, how... [Re: ventilator] #26344
04/18/04 03:53
04/18/04 03:53
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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hmm, in my shader books they get vertexcolorvalues from the stream. if we could get them, too , we could use them for displacementmapping .

Re: Shader questions: When, where, how... [Re: ello] #26345
04/21/04 01:34
04/21/04 01:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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@ello : well, correct me if I'm wrong, but that's why you need directx 9, right?


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Shader questions: When, where, how... [Re: PHeMoX] #26346
04/21/04 02:17
04/21/04 02:17
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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vertex colors have nothing to do with displacement mapping.

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