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Re: Shade-C v0.90 released [Re: VeT] #230964
10/10/08 20:10
10/10/08 20:10
Joined: Aug 2005
Posts: 512
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Schmerzmittel Offline
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Schmerzmittel  Offline
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Also ich habe es noch nicht ausprobiert.

Aber das Demolevel.

Einfach göttlich!!!!

Ich LIEBE Dich!!!!!!!


A7 Com V7.80
Re: Shade-C v0.90 released [Re: VeT] #230967
10/10/08 20:50
10/10/08 20:50
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
How could I miss this thread?
This is absolute impressing.
Although a few effects, like the shadow of the building outside, don't work on my crappy ATI Radeon X300- frown

Re: Shade-C v0.90 released [Re: Pappenheimer] #230973
10/10/08 22:18
10/10/08 22:18
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Quote:
@BoH: the obj shaders can be used in A6 right? if not i'd just have to edit out the #defines i believe. As for how it looks, it looks really good. I would like to see it in a commercial game though. Pardon me if my faith of A7 is not that great


The obj shaders should work just fine in A6 I'd say (Except for heat haze and glass). Haven't tested it, but i don't see a reason why this shouldn't work.

Quote:
1) You need 3 paths

#define PRAGMA_PATH "editor\\shade-c"
#define PRAGMA_PATH "editor\\shade-c\\bmap"
#define PRAGMA_PATH "editor\\shade-c\\fx"

(not only one). That will happen if you copy shade-c to a subfolder (as the pragma paths in sc_core.h will target a wrong folder). Please mention that in the manual.


I never tested copying the shade-c folder to a subfolder blush But you are right you could definately call this a bug as shade-c wont work then. thanks!

Quote:
3) Bitmaps are not initalized to zero (which may cause problems if you want to check if a bitmap has already been created or not).


call it done

Quote:
Really man... After 4 hourse programming I gave up because i always got errors in the following extremly important functions for me (selfwritten)

1) sc_DeActivateAll(); ==> Deactivate all effect on runtime
2) sc_Activate(number); ==> Activate single effect on runtime (like hdr, bloom etc.)
3) sc_DeActicate(number); ==> Deactivate single material on runtime
4) sc_UpdateAll(); ==> Updates all Material bmaps to a new screen resolution on runtime
5) sc_Update(number); ==> Updates a single Bitmap to a new screen resolution on runtime


from your editor thread:
Quote:
Working on the implementation of shade-c.. Pretty hard :X


I'm really sorry to hear that you have so many troubles implementing shade-c in your editor. On the other hand i'm really glad for all your feedback of course. It's always hard for the creator of a software to find all bugs and think about everything so i'm counting on your feedback guys smile

1) sc_DeActivateAll();
I think that should be very doable

2) sc_Activate(number);
How the hell could i forget about this?! Call it done

3) sc_DeActicate(number);
same as 2)

4) sc_UpdateAll();
I think this should already be possible, but i'm not exactly sure. Will look into it

5) sc_Update(number);
I'll try to realize this as well


Is there anything else you need so you can implement shade-c to your editor? I really want to see shade-c implemented in your editor ... editing the level, adding scripts, changing the shaders, all realtime ... that would be like sandbox for A7 wink


Quote:
btw, volumetric clouds dont work on my geforce 6800fx. they are always black

Hmmm that's strange, there isn't anything fancy used. It's simple ps 2.0 shaders and 2 views >.<
Could you try reading out sc_bmap_volParts and sc_bmap_volPartsFractal by shader and post pictures of the rgb and alpha channels?

Quote:
Although a few effects, like the shadow of the building outside, don't work on my crappy ATI Radeon X300-

Same as above, it's just a simple ps 2.0 shader, no floating point textures or anything else is used. What others effects are there you think aren't working correctly?

Quote:
Ich LIEBE Dich!!!!!!!


Lol, you made my day laugh


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.90 released [Re: BoH_Havoc] #230988
10/11/08 08:02
10/11/08 08:02
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
completely awesome work!

Re: Shade-C v0.90 released [Re: Matt_Coles] #230993
10/11/08 10:00
10/11/08 10:00
Joined: Mar 2004
Posts: 92
Dresden
Revo Offline
Junior Member
Revo  Offline
Junior Member

Joined: Mar 2004
Posts: 92
Dresden
this is a greeeeeeeeate cuntribution!!
and i love it - but- please change the mouse_sensity in your demo.... (i dont know if its my fault - i testet it with 2 pcs - and 2 different mous (and diff settings ..) but its just to high to move arround ^^ smile
(trotzdem -
Quote:
Ich LIEBE Dich!!!!!!!
yoarr laugh :D)


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Re: Shade-C v0.90 released [Re: Revo] #230999
10/11/08 11:48
10/11/08 11:48
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
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TechMuc  Offline
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T

Joined: Jul 2008
Posts: 894
Wonderful, thanks for your feedback. I'will be happy if i'm able to implement shade-c.. as it's a fantastic system.

Quote:

4) sc_UpdateAll();
I think this should already be possible, but i'm not exactly sure. Will look into it


yes it is possible, but already created bitmaps are NOT removed (therefore i've said the thing with bitmaps must be inited to zero ==> it's possible to remove them savely when updating your system.


On more thing. please remember, that some effects act different if another shader is (not) enabled

==> You have to change e.g. the HDR shader if you call sc_Deactivate(Blur);


Thank you very much!

When will you release the next version?



Re: Shade-C v0.90 released [Re: TechMuc] #231066
10/11/08 19:24
10/11/08 19:24
Joined: Aug 2005
Posts: 512
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Schmerzmittel Offline
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Schmerzmittel  Offline
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Joined: Aug 2005
Posts: 512
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Ich bekomme folgende Fehlermeldung:



Weis da jemand Rat?

Ich wollte ein Terrain machen und habe versucht das einzubinden.

Vlt. gibts noch eine erklärung für Dummies?^^

Grüße
Beregron


A7 Com V7.80
Re: Shade-C v0.90 released [Re: Schmerzmittel] #231067
10/11/08 19:32
10/11/08 19:32
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
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TechMuc  Offline
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T

Joined: Jul 2008
Posts: 894
ptr_remove ist so ab a7.1 eingebaut. Lad die neuste 3DGamestudio Version von der Download seite herunter.

Re: Shade-C v0.90 released [Re: TechMuc] #231068
10/11/08 19:34
10/11/08 19:34
Joined: Aug 2005
Posts: 512
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Schmerzmittel Offline
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Schmerzmittel  Offline
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Posts: 512
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Hm.

Ich hab die neue Beta drauf.

Ich probiers nochmal mit neu installieren.

Danke schon mal. Mal gucken obs geht.




Ach herje.

Ich hatte aus versehen eine alte gedownloadete Version installiert. Mensch. Augen hab ich im Kopf aber Tomaten davor!!^^

Last edited by Schmerzmittel; 10/11/08 19:38.

A7 Com V7.80
Re: Shade-C v0.90 released [Re: Schmerzmittel] #231070
10/11/08 19:46
10/11/08 19:46
Joined: Aug 2005
Posts: 512
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Schmerzmittel Offline
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Schmerzmittel  Offline
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Posts: 512
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Ok.

Ein Fehler jagt meistens den nächsten.

Was ist das jetzt? Was mach ich nur falsch. Hilfe?!?







Werden die Shader als Objekte angezeigt? Weil in dem Level gibts bisher nur das Terrain und die Kamera. Müssten also zwei sein und nicht 11?


A7 Com V7.80
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