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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: BoH_Havoc]
#287129
08/30/09 09:59
08/30/09 09:59
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Joined: Jan 2009
Posts: 16
skybluewildfox
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hi im newbie in 3dgs and lite-c also.. im just wanna make animated and mirrored water in my project.. then, i found this tools, im using shade-c v0.90.. when i attach sc_water() method, my water model animate, but i got my water weird.. looks like this pict.. what's wrong with this? can somebody give me solution? im just learn lite-c.. thx before..
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: BoH_Havoc]
#287340
08/31/09 13:48
08/31/09 13:48
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Joined: Jan 2009
Posts: 16
skybluewildfox
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im using gamestudio pro 7.05/WED V6.8291.. Is that version doesnt support this? But when i try ur demolevel, its run well.. im also have try to make animated water with c script, and it works, but im using lite-c in my project.. Is there any possibilities making animated water with my current 3dgs version and also using lite c?? Thx 4 ur help..
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: Rei_Ayanami]
#287431
08/31/09 21:28
08/31/09 21:28
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Joined: Mar 2009
Posts: 146 USA
paracharlie
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If I remove the skins from my water thats what I also get. Sure you have your water plain setup right? Or maybe you are not calling shader correctly. You should have 3 skins setup in your water plain through MED if your using waterdepth or just 2 is needed.
Last edited by paracharlie; 08/31/09 21:30.
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: paracharlie]
#287504
09/01/09 05:07
09/01/09 05:07
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Joined: Jan 2009
Posts: 16
skybluewildfox
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If I remove the skins from my water thats what I also get. Sure you have your water plain setup right? Or maybe you are not calling shader correctly. You should have 3 skins setup in your water plain through MED if your using waterdepth or just 2 is needed. im using water.mdl from demolevel example, so the skins already attached to the water plane right? im sure because when i publish from WED, 2 others file (.bmp and .tga) are required when im using that water model..
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: skybluewildfox]
#287531
09/01/09 10:00
09/01/09 10:00
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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If I remove the skins from my water thats what I also get. Sure you have your water plain setup right? Or maybe you are not calling shader correctly. You should have 3 skins setup in your water plain through MED if your using waterdepth or just 2 is needed. im using water.mdl from demolevel example, so the skins already attached to the water plane right? im sure because when i publish from WED, 2 others file (.bmp and .tga) are required when im using that water model.. No... Just update to 7.80 pro, and all problems will be solved... If you cant update, contact conitec. please people, keep this thread clean from SPAM about warez, conitec can solve this on their own... wow, and i'm no mod anyway, I was wondering how easy it is to create a shader that works with Shade-C that simulates a fish-eye lense. ( Warped view on this image is what i mean ) regards,
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: Helghast]
#287557
09/01/09 11:55
09/01/09 11:55
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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anyway, I was wondering how easy it is to create a shader that works with Shade-C that simulates a fish-eye lense. I think you can do that with camera.arc. If not, you can archive this effect by applying a refraction shader to the scene, with a normalmapped sphere shape. Something like this (NOTE: you have to experiment a bit, this is not a perfect example): some code to get you started:
BMAP* map_normal_fisheye = "normalmap_fisheye.bmp";
void v_fisheye()
{
sc_mtl_pp_refract.skill1 = floatv(2.5); //this is the refract/bump strength
sc_mtl_pp_refract.skill2 = floatv(0); //normalmap shifting speed. we don't want the normalmap to move, so set it to 0
sc_mtl_pp_refract.skill3 = floatv(0); //refractmask factor. (Only) makes sense when using the depthmap as refractmask
sc_mtl_pp_refract.skin1 = map_normal_fisheye; // assign the normalmap to the refraction shader
sc_ppAdd(sc_mtl_pp_refract,camera,0); //apply refraction shader to screen
}
Just call this after sc_setup(). Or, if you don't use any other effects of shade-c and only want the fisheye effect, call this anywhere in your code.
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