Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, Nymphodora), 972 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 31 of 61 1 2 29 30 31 32 33 60 61
Re: Shade-C v0.91 BETA S1 RELEASED [Re: PietroNifosi] #363651
03/13/11 21:13
03/13/11 21:13
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
Man, its so awesome wink When will it be released?


Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: Shade-C v0.91 BETA S1 RELEASED [Re: TheShooter] #365356
03/25/11 18:57
03/25/11 18:57
Joined: Jan 2008
Posts: 34
Fab4 Offline
Newbie
Fab4  Offline
Newbie

Joined: Jan 2008
Posts: 34
I have a strange problem with normalmapping.

on the left side I get an edge where I set my seam for the UV-mapping. This effekt doesnt appear in shaderview as you can see on the right side. has anyone an idea what is causing the problem, or has anyone else this problem?

i tested it on my pc and notebooke. the effekt is the same, but the systems are totaly different.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #365845
03/29/11 17:31
03/29/11 17:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Wow! The Shade-C shaders are soo awesome!
You don't know how much help this is for a shader noob like me.
And I'm sure that almost every one that uses shade-c thinks the same.

Here are 2 screenshots of the menu-scene of one of my projects,
At one of them I just disabled shade-c; no other changes!
(that's also for those, who say '3DGS is sh**. You cant get good graphics with it')

Click to reveal..

with shade-c:

joke tongue (that was without shade-c)

with shade-c cool :

Click here for full resolution


You can see, if you've got some awesome shaders, know how to use them and take your time at configuring them the results can be pretty nice. wink

I'm really happy with shade-c (and its free!!), but I have got still some problems with it...

The worst thing is that I can't use Normal-Mapping with Sun and Dynamic lights at the same time. Has anyone an idea why?

I've got also a problem with the water. Thats not the most important thing but it looks so nice and I could really need a watershader like that.
The problem is that the water has got a kind of "zoom" effect when the camera gets nearer to it. What happens is that the refracted picture gets smaller if the camera moves toward it and the pixels at the edge of the refraction are stretched.

You can see it here on the right side:
Click to reveal..




and if I try the "old" water shader (I think it was v0.9) theres already another problem:
Some vertex-points change their z-position for one frame which looks like a grid. it took > 150 screenshots to get this pic:

Click to reveal..




And another little thing.
"...YOU HAVE TO SHOW THE SHADE-C LOGO ON STARTUP."

I already did this when I downloaded shade-c the first time.
But I'm using an edited version of the shade-c logo which fits more to the style of the game.

Do I have to use the original one, or is mine also ok?



sorry for crappy english skills,
Kartoffel smile


POTATO-MAN saves the day! - Random
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #367473
04/13/11 21:38
04/13/11 21:38
Joined: Dec 2009
Posts: 217
Italy
PietroNifosi Offline
Member
PietroNifosi  Offline
Member

Joined: Dec 2009
Posts: 217
Italy
God it's been ages, last time I was told 6-7 days to the next betatesters release, and i've been waiting for more then a month, getting closer to the second month now.

What's up Havoc? I've red from the csis forum that you had a car accident, but that happened before christmas 2010, then I was told you were ok.

So I'm asking if it's still going to be released anytime soon.


Dear Fans, to celebrate our 500.000 downloads,
Evhacon 2 is now FREE TO PLAY on Amazon Underground!
HD Version: https://www.amazon.com/gp/product/B071FKSVG2
LD Version (Optimized for lower devices): https://www.amazon.com/gp/product/B0719TXFJN
Re: Shade-C v0.91 BETA S1 RELEASED [Re: PietroNifosi] #367993
04/20/11 14:07
04/20/11 14:07
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
@ Kartoffel: Yes you can use that logo if you like.
Please send over the water shader you are using (the first one) via pm and i'll fix it ... looks like a wrong texture sampler setup.


I'm really busy with my bachelor thesis, that's why i'm not around that much.
I have implemented 2 new effects though, inferred lighting and mlaa

1.) Inferred Lighting
Lighting is rendered at 1/4 resolution and then upsampled by a DSF Filter. By using inferred lighting i was able to get ~60 fps with 768 lights on screen. Without inferred lighting i get ~3-6 fps. Additionally, simple alpha blending is now possible for the lighting buffer by using stippling. This wasn't possible before. The stippling pattern hasn't been integrated yet, but everything is ready for it. While all this sounds nice, there is a downside to it: projection maps with high detail aren't possible with inferred rendering, as they are only rendered at 1/4 resolution (like the rest). So if you have hd projection maps on your lights, don't use inferred lighting or you will get blurry projections.
Inferred Lighting is used in "Red Faction: Armageddon" which will be released in a few weeks.
More info in inferred lighting here: http://gdcvault.com/play/1014526/Lighting-the-Apocalypse-Rendering-Techniques

2.) MLAA
An anti aliasing shader which works surprisingly well and is faster than MSAA. Additionally it works with deferred/inferred pipelines (MSAA doesn't on dx9 hardware) which is a big "Yay!".
More info in MLAA here: http://www.iryoku.com/mlaa/


A beta has been send out to testers and clients (finally). Please let me know if you didn't get the mail. laugh



Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #368003
04/20/11 14:59
04/20/11 14:59
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
woooo, heading to test now, will be sure to update you and 16 textures are enough, atleast for me, you said ubershader now works for blocks ? does that mean it takes static lighting into account ?

or i still need dynamic lights to light blocks ? i also noticed in last shaders that sunlight seemed to light the entire level even areas behind walls ? i'll see what this new shader does though ...

and thanks man, we've been dying for this xD

Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #368004
04/20/11 14:59
04/20/11 14:59
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
I can't believe the MLAA was implemented, thank you very much!

Quote:
After MLAA (Morphological Anti-Aliasing) and SRAA (Subpixel Reconstruction Anti-Aliasing) or more recently FXAA, here is a new anti-aliasing technique introduced by Humus and called GPAA or Geometric Post-process Anti-Aliasing.

In short, GPAA uses geometry information to very accurately smooth geometric edges:

The technique is relatively simple. The scene is initially rendered normally without any antialiasing. Then the backbuffer is copied to a texture and the geometric edges in the scene are drawn in a post-step. The edges are drawn as lines and for each shaded pixel the shader computes what coverage this pixel should have had by the primitive that shaded it. It also checks what side of the line the pixel center is and blends the pixel with a neighbor up or down in case of a mostly horizontal line, or left/right in case of a mostly vertical line.

According to Humus, the main advantage of this technique is performance and quality and the main disadvantage is that you need to have geometric information available.

More information and Direct3D 10 demo download HERE.


ps: I've got it. Now, I've some time to look for bugs. wink
Keep up the good work and thanks again for your TIME!!!

Last edited by rojart; 04/20/11 15:21.

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 v0.91 BETA S1 RELEASED [Re: rojart] #368048
04/20/11 23:41
04/20/11 23:41
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
how do i become a client/beta tester? we are starting a project and thinking of using this.


3333333333
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Quad] #368049
04/21/11 00:29
04/21/11 00:29
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
*wonders the same*

Re: Shade-C v0.91 BETA S1 RELEASED [Re: lostclimate] #368055
04/21/11 06:10
04/21/11 06:10

C
chris_oat
Unregistered
chris_oat
Unregistered
C



well i guess you become a client if you buy the full shade-c license, and beta-testers i guess where randomly picked...

Page 31 of 61 1 2 29 30 31 32 33 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