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Re: Screenshots? Screenshots? [Re: indiGLOW] #17100
10/28/03 08:15
10/28/03 08:15
Joined: Oct 2000
Posts: 267
Hartford, CT
msKEN Offline
Member
msKEN  Offline
Member

Joined: Oct 2000
Posts: 267
Hartford, CT
If you click on beta on the bottom of the forum you will gain all the knowlage you need in the first 2 paragraphs.

Quote:


If you want to become a beta tester, you must be a forum member, be
able to speak English, own the current A6 Professional or Commercial
Edition, and meet at least one of the following requirements:

a) you have created a commercial quality game, or
b) you have developed an useful tool or plugin for GameStudio, or
c) you have written a major tutorial or a book about GameStudio, or
d) you are a professional C++/DirectX programmer.

For applying, please email me at jcl @ conitec.net, and also give your
forum name and your Gamestudio user ID and password (this is an
exception from the rule not to give your password to anyone).





Re: Screenshots? Screenshots? [Re: msKEN] #17101
10/28/03 08:40
10/28/03 08:40
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Let me see if I can stop this beta tester talk... c'mon guys this is for screenshots...

Here's my crappy zombie model with ventilators bump mapping shader...really needs to be seen in motion...




Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Screenshots? Screenshots? [Re: Drew] #17102
10/28/03 10:28
10/28/03 10:28
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Did vent come up with his own bump mapping shader? Or is that the dot3 one included w/ the beta?


--Eric
Re: Screenshots? Screenshots? [Re: Nadester] #17103
10/28/03 13:37
10/28/03 13:37
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
If you read through the thread below on dot 3 bump mapping
you will see that ventilator has devised a per-pixel diffuse shader. This is far beyond the dot 3 example which is a really a fixed function routine. here is the shader code that i have implemented based on ventilators code:
Code:
 material mat_diffuseperpixel
{

flags = tangent;
effect =
"
texture texSkin1;
texture texSkin2;
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;
vector vecSkill41;
vector vecFog;
vector vecLight;

technique diffuseperpixel
{
pass p0
{
Texture[0]=<texSkin1>;
Texture[1]=<texSkin2>;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[8]=<matWorldView>;
VertexShaderConstant[16]=<vecSkill41>;
VertexShaderConstant[17]=<vecFog>;
VertexShaderConstant[18]=<vecLight>;
VertexShaderConstant[95]=(0.5f,0.0f,0.0f,0.0f);


VertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[3]; //uv
float v8[3]; //tangent
}
asm
{
vs.1.1

m4x4 oPos,v0,c0 // transform vertexpos to clip space
mov oT0,v7 // output uvs
mov oT1,v7 // output uvs

mov oD1,c18 //output light color

m3x3 r5,v8,c4 // transform tangent to world space
m3x3 r7,v3,c4 // transform normal to world space

mul r0,r5.zxyw,-r7.yzxw // tangent x normal -> binormal
mad r6,r5.yzxw,-r7.zxyw,-r0

m4x4 r10,v0,c4 // transform vertexpos to world space
sub r10,r10,c16 // lightdir=vertexpos-lightpos
dp3 r10.w,r10,r10 // renormalize it
rsq r10.w,r10.w
mul r10,r10,r10.w

dp3 r8.x,r5,r10 // transform lightdir to texture space
dp3 r8.y,r6,r10
dp3 r8.z,r7,r10
mad oD0.xyz,r8.xyz,c95.x,c95.x



mov r1.w,c17.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position
add r0,r0,-c17.x // distance-fog_start
mad r0.x,-r0.x,c17.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog.x,r0.x,c95.w // clamp with custom max value



};

PixelShader=
asm
{
ps.1.3
tex t0 // sample colormap
tex t1 // sample normalmap
dp3_sat r1,t1_bx2,v0_bx2 // normal . light

// mul_x2 r1,r1,v1 // modulate light intensity against light color

add r1,r1,v1 //add light

mul r0,t0,r1 // modulate against base color


};
}
}
";
}



this is still an evolving effect.. and lacks some things like true ambience.. right now i hacked in the ambient value.. alhough it is setup for point lights it needs a function to pass particular light vectors..i assume this can be developed with the next beta.. which i believe will have beter support for lighting.. But try it though and you will sold forever on per-pixel lighting



Sphere Engine--the premier A6 graphics plugin.
Re: Screenshots? Screenshots? [Re: Matt_Aufderheide] #17104
10/28/03 15:30
10/28/03 15:30
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
reflective animated water (environment mapped shader)

Its an animated mesh with the reflective shader, not truly reactive and reflective water, but a very cool effect.

Its a quick and dirty animation...someday I'll do it right.
I'll only be able to keep it posted for a day or two...bandwith...if you have problems viewing it directly, right click save as.

Video (divx):

Water Video here


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Screenshots? Screenshots? [Re: Drew] #17105
10/29/03 05:31
10/29/03 05:31
Joined: Aug 2001
Posts: 856
Fredericksburg, VA, USA
Wizard1218 Offline
User
Wizard1218  Offline
User

Joined: Aug 2001
Posts: 856
Fredericksburg, VA, USA
The water looks so dirty . . . and yet so beautiful . . .

Thanks for sharing, it looks awesome!


ln(-1) = i*pi
Re: Screenshots? Screenshots? [Re: Wizard1218] #17106
10/29/03 07:36
10/29/03 07:36
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Bath time anyone? Nice n dirty...maybe slow the animation make it more stagnent and yacky....ewwww

nice though


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