Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by howardR. 04/28/24 09:55
basik85278
by basik85278. 04/28/24 08:56
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (SBGuy, Quad), 768 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 13 of 61 1 2 11 12 13 14 15 60 61
Shade-C status update [Re: BoH_Havoc] #287582
09/01/09 13:51
09/01/09 13:51
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
Thought i would give you a short status update:

Deferred Shading for low end gfx cards is working (Radeon 9800, Geforce FX). I will now start to add support for automatic detection of MRT capabilities and switch to high end deferred shading if MRTs are supported by the gfx card. This will give much better results as R32F textures will be used, but will also be a little slower. I will add an option to turn mrt support on or off, so you can decide if you need high end gfx or if it should run on a broad range of hardware.

I also started a little side project i do for university (create a mp shooter in 2 weeks as a proof of concept). While working on it, i stumbled over some nasty bugs in shade-c, which i fixed (hopefully). However i still have trouble using particles together with the new deferred shaders however. Also they don't really work well together with shadows. If this is fixed, i'm one big step further.
Also, for some reason view entities aren't rendered when sc_setup is called.

Also i noticed that sun shadows are not really suitable for big levels/flight sims. They work pretty good for first person shooters or 3rd person games...as long as you walk on the ground. So i will add pssm support for sun shadows to create nicer shadows (they will also be slower...but low end shadows are already supported by shade-c, so it's time for some advanced stuff wink Don't worry, you will be ablet to switch between low and "high end").

I think i will release a new version once automatic mrt detection is implemented and the particle bug is fixed.
I wanted to release a new version yesterday, but there are to many bugs right now and no real improvements (apart from the shadows working on low end systems).


Oh yeah, while working on my project, i also created a new terrain shader. It supports global color- and normalmapping, an unlimited number of detail color- and normalmaps, environment illumination mapping, specular lighting, 8 dynamic lights and shadowmaps.

Still have to work on it a little (ambient lighting isn't working the way it should at the moment), but here are some screens of it in action:









Shade-C EVO Lite-C Shader Framework
Re: Shade-C status update [Re: BoH_Havoc] #287583
09/01/09 14:03
09/01/09 14:03
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:
Deferred Shading for low end gfx cards is working (Radeon 9800, Geforce FX).

Does any demo already work this way?
I ask, because I couldn't test any of the contest entries, because they all used shader 3.0.

Re: Shade-C status update [Re: Pappenheimer] #287597
09/01/09 14:43
09/01/09 14:43
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
As far as i know my contest entry "only" needs ps 2_a .
However it still uses r32f textures for the shadows, so that might be the cause for it not working correctly on your pc.

There currently is no demo showcasing the low end shadows.
I will add options to my game for switching to low end shadows however. So you will get your demo, along with a tiny multiplayer shooter laugh And as i have a fixed deadline, this won't take too long wink


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #287598
09/01/09 14:50
09/01/09 14:50
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
WOW!

that was easy enough tongue

I took your code, and adapted it to this:
Code:
BMAP* map_normal_fisheye = "normalmap_fisheye.bmp";
void v_fisheye()
{
	sc_mtl_pp_refract.skill1 = floatv(0.8); //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
}



then change the normalmap to this:


Next change the camera arc to 110...
Code:
camera.arc = 110;



and BAM! this is the result:




Now I knew about changing the camera arc, but that wouldnt add the curving in my geometry as you can see happening on this image... I'm really happy now grin thanks!

Only thing though, it does seem to make the game look refracted (on a tiny scale)... I guess it's due to the "refraction"-shader tongue But would there be a more smooth way?
If you dont know what i'm talking about, try the above and see for yourself.

kind regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Helghast] #287613
09/01/09 16:29
09/01/09 16:29
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
To get rid of the aliasing that's bothering you, create a normalmap that is at least as big as the screen. As with every other texture the normalmap will be blurry and have artifacts if it's scaled up beyond it's initial width and height.

Ideally you would also not create a square normalmap, but a 4:3, 16:9 or 16:10, depending on you resolution. That way the pixel aspect ratio will always be correct and you won't get any refracting artifacts in your map wink

So for a screen res of 1024x768, create a normalmap that is at least 1024x768 in size. As long as it has the same aspect ratio it should work just fine.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #287630
09/01/09 18:34
09/01/09 18:34
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I am enamored with this new terrain shader........WOW.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Nowherebrain] #287668
09/02/09 01:12
09/02/09 01:12
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
the new terrain shader is beautiful grin

@joozey

The typical mtlfx file comes with a good fishlense shader already if you check it out.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: lostclimate] #287735
09/02/09 11:08
09/02/09 11:08
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: lostclimate
the new terrain shader is beautiful grin

@joozey

The typical mtlfx file comes with a good fishlense shader already if you check it out.


Helghast you mean tongue?

Anyway, yes, but I had NO idea how to change the settings, this works with an image, lots easier to me now wink

thanks though, i'll look more into it laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Helghast] #287767
09/02/09 13:03
09/02/09 13:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
oh yeah helghast (not sure why i thought joozey wanted to know) anyways, i adjusted it just by opening the .fx file and about halfway down there is a variable set to a hexidecimal value, That changes the strength of it.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: lostclimate] #287966
09/03/09 13:21
09/03/09 13:21
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: lostclimate
oh yeah helghast (not sure why i thought joozey wanted to know) anyways, i adjusted it just by opening the .fx file and about halfway down there is a variable set to a hexidecimal value, That changes the strength of it.


nice, thanks for the hint grin I'll see what gives better results to me eventually (I dont care about performance right now :P)

But as i'm using Shade-C anyway, thought I might wanna do it in there anyway laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Page 13 of 61 1 2 11 12 13 14 15 60 61

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1