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Re: Shade-C v0.90 released [Re: BoH_Havoc] #234804
11/04/08 19:37
11/04/08 19:37
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I've been implementing this new version. And am having an old problem where it looks like the DOF affects everything my very large levels. I was wondering, how would I get it so I could see the depthmap, and have it displayed on screen? In the old version I did this:

s_ppe(1,"s_showRT.fx",nullvector);
s_ppeTex(1,1,s_bmap_depth);

This would help to debug it, as things changed since I last worked with the old version for testing. But now I'm at the point where I want to get it working well. And I just love what you've done here, thanks so much for continuing to work on this! smile


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Shade-C v0.90 released [Re: BoH_Havoc] #234822
11/04/08 21:22
11/04/08 21:22
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
Expert

Joined: Feb 2006
Posts: 2,185
nice to see that things are still going, however slow, they are going. And that's good. xXxDisciple is looking into making an active inline like what is used in the naruto shader, if he gets this working I'll probably be adding it to the Toon shader that I have modified, possibly even add up to 8 lights to the shader as well. So far I've changed it a bit myself, and if anyone is interested I can post code.

BoH: Nice to hear from ya, good luck with shade c development.


- aka Manslayer101
Re: Shade-C v0.90 released [Re: mpdeveloper_B] #234857
11/05/08 00:35
11/05/08 00:35
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
good luck with your uni work, very similar to what I'm studying at the moment and it doesn't offer too much of a break

Re: Shade-C v0.90 released [Re: BoH_Havoc] #235934
11/11/08 00:10
11/11/08 00:10
Joined: Nov 2008
Posts: 1
0
0mega Offline
Guest
0mega  Offline
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0

Joined: Nov 2008
Posts: 1
Originally Posted By: BoH_Havoc
I'm still working on shade-c of course, but partying and getting drunk is more important for me now / needs more time.


Fixed for clarity! :p

/0mega
a fellow student of Havoc :>

Re: Shade-C v0.90 released [Re: 0mega] #236246
11/13/08 01:17
11/13/08 01:17
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 WAIT for the ambient occlusion shader, I was even considering switching to a different engine for this, but realized I'm happy with 3DGS.

Any idea when you might release it? even a rough version would be killer, I'm so tired of baking in AO.

Thanks!


Drew Medina
Game Developer (Artist)
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Re: Shade-C v0.90 released [Re: Drew] #236296
11/13/08 13:11
11/13/08 13:11
Joined: Aug 2006
Posts: 155
R
RyuMaster Offline
Member
RyuMaster  Offline
Member
R

Joined: Aug 2006
Posts: 155
Hi! Is it normal that motion blur shader works only in while(1) loop? Like, if I add it only once, I see no effect?
//////////////////////////////////////////
sc_ppAdd(sc_mtl_pp_HBlur, camera, 0);
sc_mtl_pp_HBlur.skill1 = 0.1;
//////////////////////////////////////////

And I wonder, is it possible to use glass shader as simple real-time mirror? I see there are reflection headers, but they have no their own materials or something.


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Shade-C v0.91 : Ambience Occlusion is on it's way [Re: RyuMaster] #236815
11/16/08 18:28
11/16/08 18:28
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:
Hi! Is it normal that motion blur shader works only in while(1) loop? Like, if I add it only once, I see no effect?
//////////////////////////////////////////
sc_ppAdd(sc_mtl_pp_HBlur, camera, 0);
sc_mtl_pp_HBlur.skill1 = 0.1;
//////////////////////////////////////////


no, this shouldn't be the case. Try setting sc_mtl_pp_HBlur.skill1 = 0.1; before calling sc_ppAdd

Code:
//////////////////////////////////////////
sc_mtl_pp_HBlur.skill1 = 0.1;
sc_ppAdd(sc_mtl_pp_HBlur, camera, 0);
//////////////////////////////////////////


that should be it.
And thanks for the hint with motionblur! I never thought of using a simple horizontal & vertical blur to create a motion blur effect. But now you mention it, it's actually possible. I will add motion blur to my to do list. smile

Quote:
And I wonder, is it possible to use glass shader as simple real-time mirror? I see there are reflection headers, but they have no their own materials or something.


No, sorry, you can't do that with the glass shader. But a mirror function would be nice. Also added to my to-do list.



In other news: Ambience Occlusion is coming along nicely!





Still needs work, but it looks waaaay better than yesterday smile

The pictures above use an encoded depthmap with 50000 quants depth at the moment (which is the same as camera.clip_far!So yeah, it should be enough for most applications smile ). The downside is, that in order to encode the depthmap i had to kick out the dynamic water depth for the watershader. Have to think about a solution here...do you guys actually use dynamic waterdepth? laugh


hope you like it smile

cheers


[edit] forgot to mention: The ssao shader needs pixelshader 2.a, framerate is around ~27fps with all features of Shade-C enabled and a resolution of 1024x768. No floating point textures are used

Last edited by BoH_Havoc; 11/16/08 18:36.

Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: BoH_Havoc] #236819
11/16/08 18:33
11/16/08 18:33

F
Fear411
Unregistered
Fear411
Unregistered
F



looks great.

BTW: could you check your pms?

Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: ] #236833
11/16/08 19:45
11/16/08 19:45
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
looks awesome,


3333333333
Re: Shade-C v0.91 : Ambience Occlusion is on it's way [Re: Quad] #236835
11/16/08 19:55
11/16/08 19:55
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Now a little blur and it looks awsome smile
I am curious on what technique you are using. I am trying around with some depthbased and also with some normal based stuff, but I am not happy with both of them... Not even with their combination wink.

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