Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 600 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, 11honza11, ccorrea, sakolin, rajesh7827
19046 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 4
Page 10 of 11 1 2 8 9 10 11
Re: Water Shader: Exchange the cube_map [Re: Steempipe] #35903
01/27/05 21:19
01/27/05 21:19
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
hi,

in which version can I use shaders? Or can that every version?

---------------------------------
my hp is http://3dgs.funpic.de


Fratch - Newer statistics panel for GameStudio
Re: Water Shader: Exchange the cube_map [Re: beegee] #35904
01/28/05 05:25
01/28/05 05:25
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Look here:

infopage of 3DGS

Commercial and professional version of A6 only!

Re: Water Shader: Exchange the cube_map [Re: Steempipe] #35905
01/30/05 16:25
01/30/05 16:25
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I'm having the problems that both Rhuarc and Ranger1 had with this shader on a Radeon 9200. I've recently tried this demo on a computer with a Radeon 9200 and recieve similar pixelation that there is in the picture Rhuarc posted. It works fine on my Radeon 9800 at home... Do you have any idea why its doing this Steempipe?


Check out Silas. www.kartsilas.com

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

Daily dev updates - http://kartsilas.blogspot.com/
Re: Released! - HLSL Water Code [Re: Steempipe] #35906
05/19/05 01:41
05/19/05 01:41
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Steempipe, why is that your shader reflect sprites as grey color?

Re: Released! - HLSL Water Code [Re: XNASorcerer] #35907
05/19/05 02:01
05/19/05 02:01
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
Is there a way to get rid of this pixelated effect on ATI Radeon 9200's?
It looks absolutely terrible on my 9200.

Also would it be possile to change this to work on level blocks?
I'd like to have a fallback technique to where if this shader isn't supported by the users card it just displays the water level blocks turbulence texture.

Re: Released! - HLSL Water Code [Re: XNASorcerer] #35908
05/19/05 08:00
05/19/05 08:00
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

Steempipe, why is that your shader reflect sprites as grey color?




I can look into it if you'd make a small example and PM/Email me a link to it.

JBA: Is the 9200 problem present with the demo, or happening if different textures are used?? I'll try to look into it a bit if I have some time.

Re: Released! - HLSL Water Code [Re: Steempipe] #35909
05/19/05 14:18
05/19/05 14:18
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline
Expert
XNASorcerer  Offline
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Quote:


I can look into it if you'd make a small example and PM/Email me a link to it.




I don't have where to put the example, but I could send it to you by email. Is that ok?
Also, if I use the shader, sometimes the chassis of the car and some panels disappers. Do you have any idea why?

See this pic:


Edited: The invisible chassis char depends of where I put the car in the level. If I move it a lilte, the chassis appears.

Last edited by Sorcerer; 05/19/05 15:04.
Re: Released! - HLSL Water Code [Re: XNASorcerer] #35910
06/27/05 23:20
06/27/05 23:20
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
Steempipe I hope you are around cause I am down to 3 days and I am hoping you can help me. I got this code working looks great for water, but I really need to get some controlable transparency. I tried using the alpha channel of the bumpmap which does work by adding mov r0.w, t0.w in the asm for the pixel shader.

Problem with this is that the bump map is moving which makes the alpha map move as well so the transparency doesn't stay in place. So my question is how can I get this to work staying within VS and PS 1.1.

Re: Released! - HLSL Water Code [Re: Ahriman] #35911
06/30/05 14:08
06/30/05 14:08
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
Serious User
nightshade  Offline
Serious User

Joined: Mar 2003
Posts: 1,095
Germany
I just changed Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2;
to
Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*2.2;
.
Now I have more ripples, but what should I change, that the water moves slower (its very fast;D).
Thanks, Reaver.

Re: Released! - HLSL Water Code [Re: nightshade] #35912
06/30/05 20:20
06/30/05 20:20
Joined: Aug 2003
Posts: 169
Tennessee, US
Ahriman Offline
Member
Ahriman  Offline
Member

Joined: Aug 2003
Posts: 169
Tennessee, US
my.skill41 = float(ShaderCount);
my.skill42 = float(0);
my.skill43 = float(0);
my.skill44 = float(0);
ShaderCount += 0.001;

changing this in the action for the water will adjust the speed that the uv coordinates are being shifted

Page 10 of 11 1 2 8 9 10 11

Moderated by  Blink, Hummel, Superku 

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