Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (1 invisible), 672 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, howardR, 11honza11, ccorrea, sakolin
19047 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 3 of 14 1 2 3 4 5 13 14
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: William] #190026
03/27/08 15:11
03/27/08 15:11
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
I'm not using any fp textures for the moment. But you can change the textures to a floating texture if you want (just change the vars according to the manual) and the shaders will use it.

William's problem had to do with a watershader he's using. The whole depthmapshader got clipped away. I have to write a note in the manual about that.

I also just noticed the depthmap shader isn't supporting textures with an alpha channel. Expect a fix for this soon


Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #190027
03/27/08 20:25
03/27/08 20:25
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Very nice contribution!
Your system to manage postprocessing remembers me a lot at the one sylex3 uses which is alright but a bit uncomfortable because you need to know the already taken numbers.
Having used sylex3 for some time as well as having seen quite some big but unflexible contributions, I am know working on a postprocessingpack for some time trying to avoid those mistakes. Having some problems with getting the average screenbrightness for hdr I am awaiting your solution

For transparancysupport for the DoF, the easiest and as I think the only real solution ist to simply use alphatesting.

Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: Slin] #190028
03/28/08 18:11
03/28/08 18:11
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
New version available for download

Quote:

Recent changes:
v0.88
- Depthmap shader now supports transparent textures
- Depthmap now is stored in s_bmap_depth (R) and dof-depthmap in s_bmap_depth (G)
- Fixed a bug in the depthmap shader which caused clipping of the depthmap
- Added function s_ppeReset(num) to reset/remove a custom post processing effect
- Added vecSkill1.z to s_P_heatHaze. You can now change the "smoothnes" of the heat haze effect when using the depthmap as hazemap. Have a look at the manual for more information.




Get it here

Quote:

Very nice contribution!
Your system to manage postprocessing remembers me a lot at the one sylex3 uses which is alright but a bit uncomfortable because you need to know the already taken numbers.
Having used sylex3 for some time as well as having seen quite some big but unflexible contributions, I am know working on a postprocessingpack for some time trying to avoid those mistakes. Having some problems with getting the average screenbrightness for hdr I am awaiting your solution




Yeah it's kinda like sylex. But if you are a more advanced shader user you don't have to use the s_ppe* functions and make use of the given stages/bmaps instead. However i'm open for any suggestions
If you are interisted in merging your shaderpack with shade-c, please drop me a line in icq. I think it would be nice to just have one shaderpack around instead of 2 different packs that MAY not work together.
About the hdr gamma: I had it working once, no idea why it isn't working anymore. This is really giving me headaches.


Shade-C EVO Lite-C Shader Framework
Fire in the hole! [Re: BoH_Havoc] #190029
03/29/08 01:09
03/29/08 01:09
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
Coming up next:








Don't expect another release for a couple of days. I have some other stuff to finish first that's not related to shade-c.


Shade-C EVO Lite-C Shader Framework
Re: Fire in the hole! [Re: BoH_Havoc] #190030
03/29/08 08:21
03/29/08 08:21
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
That is really awesome! Thank you!

Just out of curiosity, may I ask how you baked the lightmaps? Using Max?

Re: Fire in the hole! [Re: DavidLancaster] #190031
03/29/08 09:43
03/29/08 09:43
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
this is avesome .


3333333333
Re: Fire in the hole! [Re: BoH_Havoc] #190032
03/29/08 14:33
03/29/08 14:33
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Do you use multiple uv-sets for lightmapping?
I don´t have the time atm to get into this awesome contribution, but the demo looks very promising.


no science involved
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #190033
03/29/08 15:07
03/29/08 15:07
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
Expert
mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
Quote:

Quote:

edit: i noticed that you kinda did it with the toon shader, but maybe witout bloom it would look better




Yeah, i have HDR and DoF activated on this shot. If you deactivate them there won't be any bloom But thanks for pointing it out, i will write a note after "Cartoonshader" on the site and also upload a new picture.





actually, the more i think about it, i don't like the toon shader, the sketch shader makes it look TOO outlined, and it looks low quality. I did see a toon shader from a game recently that had toon shading along with shadows that were just sketch lines, they were thin but there was alot of them, i can't remember the name of the game but it was one of the coolest toon shaders i've ever seen


- aka Manslayer101
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: mpdeveloper_B] #199796
04/01/08 11:53
04/01/08 11:53
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
 Quote:

Just out of curiosity, may I ask how you baked the lightmaps? Using Max?


I used Cinema 4D R9.6 for this. max's gui is too complex for my stupid brain ;\)

 Quote:
Do you use multiple uv-sets for lightmapping?


I would love to, but no. The lightmap is baked to the diffuse map.

 Quote:
I did see a toon shader from a game recently that had toon shading along with shadows that were just sketch lines, they were thin but there was alot of them, i can't remember the name of the game but it was one of the coolest toon shaders i've ever seen


If you ever come across this game again, please tell me it's name or show some screens. I'm always searching for some nice looking shaders \:\)


Shade-C EVO Lite-C Shader Framework
Re: shade-c : lite-c shader project (HDR,DoF,etc) [Re: BoH_Havoc] #204281
04/28/08 12:57
04/28/08 12:57
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
with a help of function

 Code:
void s_ppe_change(num, var* skills){
	
	if(num == 1){
		if(s_bHDR == 1 && s_bDOF != 1){
			s_view_hdrCombine.stage = s_view_ppe1;
		}
		if(s_bDOF == 1){
			s_view_dof.stage = s_view_ppe1;
		}
		if(s_bHDR + s_bDOF == 0){
			camera.stage = s_view_ppe1;
		}
		s_mtl_ppe1.skill1 = floatv(skills[0]);
		s_mtl_ppe1.skill2 = floatv(skills[1]);
		s_mtl_ppe1.skill3 = floatv(skills[2]);
	}
	if(num == 2){
		s_view_ppe1.stage = s_view_ppe2;
		s_mtl_ppe2.skill1 = floatv(skills[0]);
		s_mtl_ppe2.skill2 = floatv(skills[1]);
		s_mtl_ppe2.skill3 = floatv(skills[2]);
	}
	if(num == 3){
		s_view_ppe2.stage = s_view_ppe3;
		s_mtl_ppe3.skill1 = floatv(skills[0]);
		s_mtl_ppe3.skill2 = floatv(skills[1]);
		s_mtl_ppe3.skill3 = floatv(skills[2]);
	}
	if(num == 4){
		s_view_ppe3.stage = s_view_ppe4;
		s_mtl_ppe4.skill1 = floatv(skills[0]);
		s_mtl_ppe4.skill2 = floatv(skills[1]);
		s_mtl_ppe4.skill3 = floatv(skills[2]);
	}
	if(num == 5){
		s_view_ppe4.stage = s_view_ppe5;
		s_mtl_ppe5.skill1 = floatv(skills[0]);
		s_mtl_ppe5.skill2 = floatv(skills[1]);
		s_mtl_ppe5.skill3 = floatv(skills[2]);
	}
	if(num == 6){
		s_view_ppe5.stage = s_view_ppe6;
		s_mtl_ppe6.skill1 = floatv(skills[0]);
		s_mtl_ppe6.skill2 = floatv(skills[1]);
		s_mtl_ppe6.skill3 = floatv(skills[2]);
	}
}


its possible to make funny zoom
 Code:
// in main
s_ppe(1,"s_P_radialBlur.fx",vector(0.5,0.5,0.01));

// in cam
var blur_rate;
		if (mouse_right == 1) 
		{ 
			camera.arc = max(camera.arc - time_step*3, 30); 
			blur_rate = max(blur_rate - time_step/3, 0.05);
		} 
		else 
		{ 
			camera.arc = min(camera.arc + time_step*5, 60);
			blur_rate = min(blur_rate + time_step/5, 0.01);
		}
		s_ppe_change(1,vector(0.5,0.5,blur_rate));



1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Page 3 of 14 1 2 3 4 5 13 14

Moderated by  adoado, checkbutton, mk_1, Perro 

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