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Re: Shade-C v0.90 released [Re: BoH_Havoc] #253008
02/22/09 04:00
02/22/09 04:00
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
I had very little time to test it, seems to work fine for me.
Only sometimes the normal mapping on my entities looks a bit too flat, a bug?
Respect and big thanks for taking the time at this project.




PS: I will donate you project.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Shade-C v0.90 released [Re: rojart] #253043
02/22/09 12:19
02/22/09 12:19
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
Well for the ones who havent got it to work, dont use fog, the water shader doesnt have a no fog function so it will be rendered completely black. me and boc havoc sat last night figuring why people were having these problems;)
also for water reflec to work properly do not use anti aliasing it will make the reflection go all over the place
I do suggest not to have for example
Code:
while (1) 
{
	vec_set(mouse_pos,mouse_cursor);		
	wait(1);
}

function before sc_setup()
I found out that because of that while function it made volumetric particles invisible and water not working + dof shader wouldnt work.
but instead have it after sc_setup()
after these steps, now shade-c should work, for water to look its best it needs sc_dof

I am going to make a tutorial|tip document regarding shade-c
also there is a maybe that I will create a viewing of the workflow for the textures.

Last edited by Darkyyes; 02/22/09 12:38.

New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Shade-C v0.90 released [Re: rojart] #253140
02/23/09 00:39
02/23/09 00:39
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
rojart
in obj_aio shader you have the line
float bumpStrength = 2; // bumpmapping strength
try increasing bump strenght to 3 or 4, or whatever number until your satisfied with the look


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Shade-C v0.90 released [Re: Darkyyes] #253424
02/24/09 17:07
02/24/09 17:07
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
It's great to know your still working on this, and the 3ds Max compatibility is the best, that way we know it will most likely work on a large range of computers.


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: Darkyyes] #253426
02/24/09 17:11
02/24/09 17:11
Joined: Sep 2008
Posts: 68
T
Tai Offline
Junior Member
Tai  Offline
Junior Member
T

Joined: Sep 2008
Posts: 68
Tried removing fog, still no luck.
HDR effect crashes my game.

Re: Shade-C v0.90 released [Re: Tai] #253432
02/24/09 17:34
02/24/09 17:34
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
what error message did you get?


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Shade-C v0.90 released [Re: Darkyyes] #253463
02/24/09 20:27
02/24/09 20:27
Joined: Sep 2008
Posts: 68
T
Tai Offline
Junior Member
Tai  Offline
Junior Member
T

Joined: Sep 2008
Posts: 68
None. It quit out and I got the typical acknex.exe has stopped working.

Re: Shade-C v0.90 released [Re: Darkyyes] #253505
02/25/09 03:53
02/25/09 03:53
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: Darkyyes
float bumpStrength = 2; // bumpmapping strength
try increasing bump strenght to 3 or 4, or whatever number until your satisfied with the look


Darkyyes
Yes, I had already tested this option, but I´ve noticed that only occurs when I uncomment the #define DYNLIGHTS in sc_obj_aio.fx effect file (Diffuse Lighting definition).


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Shade-C v0.90 released [Re: BoH_Havoc] #254604
03/04/09 11:23
03/04/09 11:23
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Originally Posted By: BoH_Havoc

Final Scene (Multiplicative):



man, i love you laugh


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
Shade-C: Deferred Shading [Re: VeT] #255523
03/11/09 02:07
03/11/09 02:07
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
Toyed around with deferred shading. Here are the results smile

Soldier models by Darkyyes (thanks dude!)

Original scene, no shaders:



Deferred shading, environment lighting + normalmapping + sun light



Deferred shading, + specular lighting



Deferred shading, + full support for 8 lights (or more...)







Now for the best part: runs at ~320 fps! smile

Environment lighting could also be dynamic as only a simple 32x192 cubemap is used which could be rendered ingame on the fly. I'll give it a try in the next days.

Well, what do you think? smile


[edit] pictures are scaled down by the forum, to see them in full resolution, right click -> show picture.


Shade-C EVO Lite-C Shader Framework
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