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Re: Soft filter? [Re: alienheretic] #23356
05/28/04 12:25
05/28/04 12:25
Joined: Mar 2002
Posts: 1,123
California
Cellulaer Offline
Expert
Cellulaer  Offline
Expert

Joined: Mar 2002
Posts: 1,123
California

On the blurmap entity, X is the distance from the camera. You should be able to lower X (the distance from the camera) to make the entity bigger in the view. Keep lowering X until if completely covers the view. Maybe A6 is different in how far away X is from the camera.


Buy, Sell, & Archive Realtime 3D Content @ RedRock7.com *BETA* A5.5+ Plugin DLLs: GSADO, GSHTTP, GSImgLst, FreeMod, GSFlash, GSPython http://cellulear.slashbang.com/
Re: Soft filter? [Re: Cellulaer] #23357
05/28/04 12:27
05/28/04 12:27
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
I cant believe commercial users cant use this..WHAT A MAJOR BUMMER (conitec!).


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Soft filter? [Re: qwerty823] #23358
05/28/04 12:46
05/28/04 12:46
Joined: Mar 2002
Posts: 1,123
California
Cellulaer Offline
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Cellulaer  Offline
Expert

Joined: Mar 2002
Posts: 1,123
California
For Commerical users you can modify it to the following and you'll have motion blur but it is slow (about 10 fps) until I can come up with another method. Can commerical users access camera.bmap at all? ->

function main()
{
blurmap.alpha=50;
//blurcam.bmap=bmap_for_entity(blurmap,0);
cameramove();
}

function cameramove() {
proc_late();
while(1) {
vec_set(blurcam.pos,camera.pos);
vec_set(blurcam.pan,camera.pan);
bmap_for_screen(bmap_for_entity(blurmap,0),1,0);
wait(1);
}
}

---

Do shaders have access to the screen texture?


Last edited by Cellulaer; 05/28/04 12:48.

Buy, Sell, & Archive Realtime 3D Content @ RedRock7.com *BETA* A5.5+ Plugin DLLs: GSADO, GSHTTP, GSImgLst, FreeMod, GSFlash, GSPython http://cellulear.slashbang.com/
Re: Soft filter? [Re: Cellulaer] #23359
05/28/04 13:44
05/28/04 13:44
Joined: Mar 2002
Posts: 1,123
California
Cellulaer Offline
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Cellulaer  Offline
Expert

Joined: Mar 2002
Posts: 1,123
California

I'm using three layers (a 320x240, a 160x120, and a 80x60) now in my blur effect. It does reduce your frame rate but it is based on the fill rate of your video card and doesn't have much to do with the polygon count that is on the screen at the same time. There shouldn't be much of a hit with one layer. You will get a hit with one layer when you use particle effects at the same time as that will require more fill rate.


Buy, Sell, & Archive Realtime 3D Content @ RedRock7.com *BETA* A5.5+ Plugin DLLs: GSADO, GSHTTP, GSImgLst, FreeMod, GSFlash, GSPython http://cellulear.slashbang.com/
Re: Soft filter? [Re: Cellulaer] #23360
05/28/04 15:33
05/28/04 15:33
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
whew! yeah the fram rate is low on that..cool motion blur though thanks

Re: Soft filter? [Re: alienheretic] #23361
05/28/04 16:33
05/28/04 16:33
Joined: Nov 2003
Posts: 677
There
Julius Offline
Developer
Julius  Offline
Developer

Joined: Nov 2003
Posts: 677
There
you need to move the blurmap closer to the screen, just so it covers the picture.

Julian


flabadabadab.
Re: Soft filter? [Re: Cellulaer] #23362
05/28/04 23:03
05/28/04 23:03
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
Senior Developer
qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
Quote:

Can commerical users access camera.bmap at all? ->



Nope, gives them a reason to want pro.

Quote:

Do shaders have access to the screen texture?




What do you mean by screen texure? Are you refering to a view entity sprite or the actual backbuffer that gets rendered to?

Some things you could do, turn off the camera or try setting camera.bmap to a screen size texutre (warning, some vid cards limit render texture sizes, but you can probably do the same trick you are using now). You should be able to apply a material to the view entity that has a shader effect (just ask ello, he does it all the time).

For the non-pro people, upgrade. J/K. One thing you can do that will kind of get you some blur type effects, is to create a second camera (or third) and set it to transparent, and to a higher layer then the default camera. Then in a loop, set its x/y/z pan/tilt/roll to the camera's. Then change its arc/aspect to be slightly off from the main camera's. This will give you essentially a double render of the image, and with the right values, a decent blur look. Not sure how the second camera render will affect it.

As to the soft filter type shader, heres an idea i had.

Do it in three passes, first pass will be a slightly larger version of the model, using a soft color, and feathering the alpha at the model edges (based on the normal). Second pass renders's as normal. Third pass will need to be slightly smaller then the model, and be similar to the first pass, but somehow blend with the previous pass. If anyone thinks that might work, feel free to try it. I would if my time wasnt so limited, as I barely have time to read the boards.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: Soft filter? [Re: qwerty823] #23363
05/31/04 01:21
05/31/04 01:21
Joined: Mar 2004
Posts: 102
T
Taros Offline
Member
Taros  Offline
Member
T

Joined: Mar 2004
Posts: 102
Here is a glow code i made for fun. I just modified the blur code found on this topic (pro only but maybe you could do something with multiple views, dunno ):

Code:

entity blurmap
{
type = <320X240.tga>;
layer = 2; // display above view entities with layer 1
flags = visible,transparent;// visible on screen from the start
view = CAMERA; // same camera parameters as the default view
albedo = 0; // gouraud shading from sun position
x = 278; // place 277 quants ahead of the view
y = 1; // center horizontally
z = 1; // center vertically
}

entity blurmap1
{
type = <320X240.tga>;
layer = 2; // display above view entities with layer 1
flags = visible,transparent;// visible on screen from the start
view = CAMERA; // same camera parameters as the default view
albedo = 0; // gouraud shading from sun position
x = 278; // place 277 quants ahead of the view
y = 2; // center horizontally
z = 2; // center vertically
}

entity blurmap2
{
type = <320X240.tga>;
layer = 2; // display above view entities with layer 1
flags = visible,transparent;// visible on screen from the start
view = CAMERA; // same camera parameters as the default view
albedo = 0; // gouraud shading from sun position
x = 278; // place 277 quants ahead of the view
y = 3; // center horizontally
z = 3; // center vertically
}

view blurcam
{
layer = 0;
pos_x = 0;
pos_y = 0;
size_x = 320;
size_y = 240;
offset_x = 0;
offset_y = 0;
flags = visible;
}

view blurcam1
{
layer = 0;
pos_x = 0;
pos_y = 0;
size_x = 320;
size_y = 240;
offset_x = 0;
offset_y = 0;
flags = visible;
}

view blurcam2
{
layer = 0;
pos_x = 0;
pos_y = 0;
size_x = 320;
size_y = 240;
offset_x = 0;
offset_y = 0;
flags = visible;
}


function cameramove() {
proc_late();
while(1) {
vec_set(blurcam.pos,camera.pos);
vec_set(blurcam.pan,camera.pan);
vec_set(blurcam1.pos,camera.pos);
vec_set(blurcam2.pan,camera.pan);
wait(1);
}
}

function activate_blur()//put this in your main function
{
blurmap.alpha = 60;
blurmap1.alpha = 50;
blurmap2.alpha = 40;
//blurmap.material=mat_glow1;
blurmap.bright = on;
blurmap1.bright = on;
blurmap2.bright = on;
blurcam.bmap = bmap_for_entity(blurmap,0);
blurcam1.bmap = bmap_for_entity(blurmap1,0);
blurcam2.bmap = bmap_for_entity(blurmap2,0);
cameramove();
}





A couple of screenshots (copy/paste them to your browser):

http://dimenzije.topcities.com/with_glow.jpg

http://dimenzije.topcities.com/no_glow.jpg

Re: Soft filter? [Re: Taros] #23364
05/31/04 16:34
05/31/04 16:34
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
looks fantastic. Who wants to sell his pro version very cheap to me?


:L
Re: Soft filter? [Re: Cellulaer] #23365
05/31/04 18:06
05/31/04 18:06
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
shaders produce problems on aome nvidia gpus. my radeon works all out, but when i want to show it a friend with a geforce (fx5600 for example) the render to texture shows up, but with no shader on it. using shaders on such things is really cool:)
i found out that simply passing the vertexshader by mov oT0,v7 ... and only doing some manipulations like negating it works on nvidias too, but if you want mor, say you use normals in the vs nvidias go down

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