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Re: To SteemPipe [Re: MASTERJUNOJET] #35853
12/21/04 04:40
12/21/04 04:40
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
i've got one of those GeForce 5200s in one of my machines too... an el cheapo eVGA brand... but the demo seems to works fine here. ..

dx9c, latest drivers (i think... does 66.93 sound right) WinXP

--Mike

Re: To SteemPipe [Re: MASTERJUNOJET] #35854
12/21/04 07:54
12/21/04 07:54
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

I guess im outta luck

Unless any of you know how to make it work on an

nVidia GeForce FX 5600 256MB v66.93 drivers (Direct X 9c)

The water just shows up black, any thoughts?




Did my published demo run okay for you?? If it did, then there is something that needs to be looked at in your implementation.
The drivers I used for the testing are the ones in my sig below.

Re: To SteemPipe [Re: Steempipe] #35855
12/23/04 13:43
12/23/04 13:43
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Just curious if I'm the only one that gets a pixelated rendering (look at bottom of image)... I've messed with all the mag/min/mip filtering options and haven't been able to fix it, so I'm stuck here.



I no longer post on these forums, keep in touch with me via:
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Re: To SteemPipe [Re: Steempipe] #35856
12/23/04 17:22
12/23/04 17:22
Joined: May 2004
Posts: 157
Earth, for the moment
MASTERJUNOJET Offline
Member
MASTERJUNOJET  Offline
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Joined: May 2004
Posts: 157
Earth, for the moment
Quote:

Quote:

I guess im outta luck

Unless any of you know how to make it work on an

nVidia GeForce FX 5600 256MB v66.93 drivers (Direct X 9c)

The water just shows up black, any thoughts?




Did my published demo run okay for you?? If it did, then there is something that needs to be looked at in your implementation.
The drivers I used for the testing are the ones in my sig below.





No the demo is the one that had the black water, so i only assume it would turn out that way in my projects too, i used to have 61.77, but then I upgraded to 66.93, how could that make it any worse? Not to mention I think I had the same problems with the old drivers too.


Projects: Jet Force Gemini 2
Re: To SteemPipe [Re: MASTERJUNOJET] #35857
12/23/04 20:09
12/23/04 20:09
Joined: Jan 2003
Posts: 142
England
Ranger1 Offline
Member
Ranger1  Offline
Member

Joined: Jan 2003
Posts: 142
England
@Rhuarc,

Nope you're not the only one I get the same 'effect' also

I have a radeon 9200

Last edited by Ranger1; 12/23/04 20:09.

Whilst all Answers are replies not all replies are Answers
Re: To SteemPipe [Re: Ranger1] #35858
12/23/04 21:23
12/23/04 21:23
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
I have not ran into that since the days of screwing with texbeml instructions. No time right now to reproduce it, but I would focus on the normalmap and it's scaling and not so much the filtering. Maybe email me the WDL and the texture and I can fiddle with it. Eric.

Re: To SteemPipe [Re: Steempipe] #35859
12/23/04 22:54
12/23/04 22:54
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
yes it looks as though the normal map is scaled much too big.. there is a point that you lose color uniformity in very high-scaled textures, and filtering cant hide it so you get these pixelation artifacts..

Re: To SteemPipe [Re: Matt_Aufderheide] #35860
12/23/04 23:25
12/23/04 23:25
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Well, it does the same thing to me in the demo of it too, so it must be too big there. I'll give scaling the texture down a shot. Thanks.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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My MSDN blog
Re: To SteemPipe [Re: Rhuarc] #35861
01/02/05 05:44
01/02/05 05:44
Joined: Jul 2004
Posts: 328
The Netherlands
JvsJGameDesign Offline
Senior Member - banned
JvsJGameDesign  Offline
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Joined: Jul 2004
Posts: 328
The Netherlands
To bad it doesn't work on my videocard...
(NVidia GeForce 4 MX 440)

Shot:



Water Shader: Exchange the cube_map [Re: JvsJGameDesign] #35862
01/04/05 08:11
01/04/05 08:11
Joined: Mar 2002
Posts: 7,726
old_bill Offline
Senior Expert
old_bill  Offline
Senior Expert

Joined: Mar 2002
Posts: 7,726
Hello Steempipe,
thanks for this great shader!

But is there any solution to use it also in a closed room with no visible skycube?
I tried to replace the "water_cube" bmap with one which is generated by this script:
http://www.conitecserver.com/wiki/index.php/RenderCubeScript
but the engine crashed with no error using the script.

Is there any other way to capture the cube_map from the water position?

old_bill


Success is walking from failure to failure with no loss of enthusiasm.
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