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Re: Shade-C v0.90 released [Re: Schmerzmittel] #231074
10/11/08 19:54
10/11/08 19:54
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
User
TechMuc  Offline
User
T

Joined: Jul 2008
Posts: 894
funktioniert die demo bei dir?

Re: Shade-C v0.90 released [Re: TechMuc] #231083
10/11/08 20:24
10/11/08 20:24
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
User
Schmerzmittel  Offline
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Joined: Aug 2005
Posts: 512
Bayern
Jep die geht einwandfrei.


Ich kann aber nichts starten.

Ich bin halt ein Noob.

Eine etwas genauere Erklärung als wie in der Hilfedatei wäre lieb.





Ok. Also ich hab das Terrain von der Demo genommen. Das wird korrekt angezeigt. ABER: Darauf sehe ich kein Bump Mapping oder sonst etwas. Ich seh einfach nur die Globalmap so wie ich das beurteilen kann.

Ich habe dem Terrain (MDL) folgendes einfach zugewiesen:


action Terrain_Color()

{
my.material = sc_mtl_obj_terrain;
}


In der Main habe ich alles wie beschrieben? Oder müssen alle Shader laufen damit das geht? Und wenn ja. Wie weise ich alle Shader zu?






NOchmal Edit:

Ich habs hingebracht.
Keine Ahnung was da nicht wollte. Alles läuft jetzt einwandfrei. *FREU*

@Havoc

Wenn du mir jetzt noch verrätsts, wie ich die Bump Maps, Specular usw (also mit SUN, dynlights, static?), auf Terrain und Models zum laufen bekomme,
dann HEIRATE ich dich!

Liebe Grüße
Schmerzmittel


Last edited by Schmerzmittel; 10/11/08 20:47.

A7 Com V7.80
Re: Shade-C v0.90 released [Re: BoH_Havoc] #231410
10/14/08 11:20
10/14/08 11:20
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
oh my god... conitec should pay you for this and implant it into the engine.. or templates..

is it ok to leave some wishes for the next version here? laugh

- underwater effekt
- parallax mapping

thats all... I mean... com'on, its perfect! those two things are just peanuts :]

Re: Shade-C v0.90 released [Re: Samb] #231917
10/17/08 19:22
10/17/08 19:22
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
If you add dynamic shadows and that they can support multiple lights (not necessery) in final version this will be by far the greatest contribution for 3dgs smile



Ubi bene, ibi Patria.
Re: Shade-C v0.90 released [Re: croman] #231920
10/17/08 19:49
10/17/08 19:49
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Superbe contribution, nicely updated smile smile

Cheers

Frazzle


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Re: Shade-C v0.90 released [Re: frazzle] #231927
10/17/08 21:11
10/17/08 21:11
Joined: Nov 2006
Posts: 19
Bursa, TR
deathknt Offline
Newbie
deathknt  Offline
Newbie

Joined: Nov 2006
Posts: 19
Bursa, TR
great work thanks


One ring to rule them all
Re: Shade-C v0.90 released [Re: deathknt] #232103
10/19/08 14:39
10/19/08 14:39
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
i'm having a problem applying a normal map to my gun model.

i have created a NM and i put it into a 3rd skin of my gun model and then in code:

MATERIAL* mtl_myGunShader =
{
effect = "sc_obj_aio.fx";
}

i apply that material to my gun and my gun turns completely black. in sc_obj_aio.fx i have enabled normal mapping define:

Click to reveal..

//Use Diffuse Lighting
#define DIFFLIGHT

//Use Shadowmap
//#define SHADOWMAPPING

//Use Specular Lighting
//#define SPECLIGHT

//Use Environment Mapping
//#define ENVMAPPING

//Use Velvety Effect
//#define VELVETY

//Use Normalmapping
#define NORMALMAPPING

//Use Luminance Mapping
//#define LUMMAPPING

//Use Team Color
//#define TCOLOR

//Above Effects will react to sunlight (only needed if you have dynamic lights in your level)
//#define DOSUN

//Diffuse Lighting will react to 5 additional dynamic lights including the sun
//#define DYNLIGHTS

//Use PixelShader 2.a | set this if you get an errormessage ("code uses too many many arithmetic instruction slots")
#define PS2A



Can anyone (it would be best if Boh_Havoc could) explain to me how to apply normal map shader with shade-c?



Ubi bene, ibi Patria.
Re: Shade-C v0.90 released [Re: croman] #232105
10/19/08 14:50
10/19/08 14:50
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
okay, i figuered out how to do that but now i have another question: Does the view entities react on rotation? i ask that because when i apply a shader to my gun(view ent) and some rotating humanoid model the effect is not the same.



Ubi bene, ibi Patria.
Re: Shade-C v0.90 released [Re: BoH_Havoc] #232300
10/21/08 01:29
10/21/08 01:29
Joined: Aug 2008
Posts: 61
Neurosys Offline
Junior Member
Neurosys  Offline
Junior Member

Joined: Aug 2008
Posts: 61
Hey this is cool! I am writing my stuff in C++ using the ENGINE SDK. Can I still use this? Is there a way to feed these scripts into the engine?


See more code and crap @ www.neuroticnetworks.com
Re: Shade-C v0.90 released [Re: Neurosys] #232307
10/21/08 06:20
10/21/08 06:20
Joined: Jul 2008
Posts: 54
Taipei, Taiwan
PlaystationThree Offline
Junior Member
PlaystationThree  Offline
Junior Member

Joined: Jul 2008
Posts: 54
Taipei, Taiwan
Could you create a workshop or something so we can know how to use this?


Bet you don't know where Taiwan is lol.

"The Lord is my light and my salvation..." Psm 27:1
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