Gamestudio Links
Zorro Links
Newest Posts
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (degenerate_762, AbrahamR, AndrewAMD, ozgur), 667 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
A6, Nooby shaders question #26776
04/25/04 22:39
04/25/04 22:39
Joined: Apr 2004
Posts: 4
T
tau Offline OP
Guest
tau  Offline OP
Guest
T

Joined: Apr 2004
Posts: 4
Greetings,
I'm thinking about buying A6 Commercial and have some questions about shaders. What are shaders in GS A6? I mean, does A6 shaders work as Quake 3 ones and can be run on low-end cards? For instance, I have GForce 440 MX and I can see shaders work but no pixel programs from DirectX 9.
Does A6 have it's own high-level shader script, so I can create shaders for low-end cards (like Cipher engine has)? Is there any shader editor in A6?

Thank you!

Last edited by tau; 04/25/04 22:42.
Re: A6, Nooby shaders question [Re: tau] #26777
04/25/04 23:57
04/25/04 23:57
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
What is used in Quake III aren't shaders. Your card doesn't support shaders. BUT you can accomplish all effects quake III has (afaik). 3dgs doesn't have an own shader language. Why should it if it uses DirectX? Anyway even if you have an old card (mine is a gf2 mx400 so also no support of shaders) you can do a lot with a6 com's "material" because it also supports "fixed functions" which are on your graphic card - such as Dot3 bumpmapping, environment mapping, embm, multitexturing etc.


Follow me on twitter
Re: A6, Nooby shaders question [Re: mk_1] #26778
04/26/04 03:26
04/26/04 03:26
Joined: Apr 2004
Posts: 4
T
tau Offline OP
Guest
tau  Offline OP
Guest
T

Joined: Apr 2004
Posts: 4
Yes, Quake 3's are not shader in idea of DirectX or OpenGL. But very nice approach
Do you think I can do like this: movie ?
Without placing avi on a texture but just using a texture function?

Re: A6, Nooby shaders question [Re: tau] #26779
04/26/04 04:06
04/26/04 04:06
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
You don't even need a shader for this. Just a model with three different skins + uv-movement (well, this shall be done by "effects" now but is the same as my.u += time;)


Follow me on twitter
Re: A6, Nooby shaders question [Re: mk_1] #26780
04/26/04 04:21
04/26/04 04:21
Joined: Apr 2004
Posts: 4
T
tau Offline OP
Guest
tau  Offline OP
Guest
T

Joined: Apr 2004
Posts: 4
aha! I see the point. Thanks!

Re: A6, Nooby shaders question [Re: tau] #26781
04/27/04 11:30
04/27/04 11:30
Joined: Dec 2003
Posts: 61
Funkytown, USA
feature_creature Offline
Junior Member
feature_creature  Offline
Junior Member

Joined: Dec 2003
Posts: 61
Funkytown, USA
Garage games is coming out with a shader editor -- called TGS I believe. Packaged with the Torque Game Engine, it will cost USD$295. IMHO shaders are not fully implemented in 3DGS unless you know shader programming.

If you are not into it, like me, you take what you can scrape up from the forums and ponder it and say, that's OK but...

What we really need is a shader editor so everybody can create shaders whether or not they know the low level programming language. I got 3DGS to simplify -- so I could focus on game development. I could follow the tutorials to code directly in DirectX but it would take months to get anywhere and I would be bored by the time I did get somewhere. Same with shaders: give me an editor and then I'm into it.

People have exported from ATI's render monkey but I have not had a lot of success with that for various reasons.

Another thing we really need to make shaders work is real-time environment mapping, not just static skycubes.


Curious, but not overwhelmed...demlehwrevo ton tub ,suoiruC
Re: A6, Nooby shaders question [Re: feature_creature] #26782
04/27/04 23:21
04/27/04 23:21
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
Developer
Alkai  Offline
Developer

Joined: Jan 2004
Posts: 585
Alexandria, VA
A shader editor is on the way, as well as a shader library with standard shader effects.

Check the forecast page!


If you gaze long into an abyss, the abyss will gaze back into you. 3.0 GHz Pentium 4 w/HT 1 Gig 400mhz DDR SDRAM 128mb NVidia GeForce FX 5200
Re: A6, Nooby shaders question [Re: feature_creature] #26783
04/28/04 03:27
04/28/04 03:27
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
even with a shader editor you still need knowledge(sure you can click together different parts like adding reflections and toon, or what is offered in the editors base, but...). taking rendermonkey for example if you dont know what you are doing you will get as much errors as using a texteditor and 3dgs;-)
keep on trying, get some books (realtime shader programming, shaderX) and look into the dx8 sdk (or dx9) and try the search engine there.

Re: A6, Nooby shaders question [Re: ello] #26784
05/07/04 19:52
05/07/04 19:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

If you are not into it, like me, you take what you can scrape up from the forums and ponder it and say, that's OK but...




Well I think a lot of people use this tactic, also with 'learning' scripting... Although I can't really blame them (it's a sort of 'easy' way to 'learn', they think), sometimes you see some cloned code, which is quite disturbing if it's your own...

@ello: Which books do you have for shaders? I think I've seen some 'shader for noobs' books, but which would you recommend, apart from reading / trying to understand the DX8/DX9 documents on shaders??????

Cheers

edit: Oww, wait a sec, you meant www.shaderx.com ?!


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: A6, Nooby shaders question [Re: PHeMoX] #26785
05/08/04 03:47
05/08/04 03:47
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
exactly ! and a very good book is "realtime shader programming" from ron fosner. this is really very good


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1