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Re: Ulitimate lighting shader pack v1.0 [Re: Steempipe] #36783
11/25/04 04:43
11/25/04 04:43
Joined: Nov 2002
Posts: 71
U.S.
M
Migueljb01 Offline
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Migueljb01  Offline
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Joined: Nov 2002
Posts: 71
U.S.
First off very nice Matt! I was wondering for a level designer like myself if you could maybe put out a readme file on how someone like me which has no programming experience go about doing this. Step by step on how to use the code for lighting and level geometry. If you need any good test levels I have some nice ones that you could use also. Email me at mjbenitez001@msn.com if you need any. Thanks for an awesome contribution.

-spider21

Re: Ulitimate lighting shader pack v1.0 [Re: Steempipe] #36784
11/25/04 04:43
11/25/04 04:43
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Posts: 2,541
Berlin
Looks fantastic.

Does the v1.0 means pixel &vertex shader v 1


:L
Re: Ulitimate lighting shader pack v1.0 [Re: Migueljb01] #36785
11/25/04 04:51
11/25/04 04:51
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Quote:

First off very nice Matt! I was wondering for a level designer like myself if you could maybe put out a readme file on how someone like me which has no programming experience go about doing this. Step by step on how to use the code for lighting and level geometry. If you need any good test levels I have some nice ones that you could use also. Email me at mjbenitez001@msn.com if you need any. Thanks for an awesome contribution.

-spider21





this should get you started, I will update the code soon hopefully... the basics of making normal maps and applying them is here...
http://216.46.205.166/ubbthreads/showflat.php?Cat=&Number=403149&page=0&view=collapsed&sb=5&o=&fpart=&vc=1&PHPSESSID=


Drew Medina
Game Developer (Artist)
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Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36786
11/25/04 04:56
11/25/04 04:56
Joined: Jan 2002
Posts: 321
Littleton, CO. USA
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dleuen Offline
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dleuen  Offline
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Joined: Jan 2002
Posts: 321
Littleton, CO. USA
Outstanding Matt! Thanks so much for the contribution.

Don

Re: Ulitimate lighting shader pack v1.0 [Re: Steempipe] #36787
11/25/04 05:42
11/25/04 05:42
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Joined: Oct 2004
Posts: 1,856
Outstanding work !
It would be part of 3DGS downloable package because it's a very great package
perhaps in a repertory named users contributions.

I will test it as soon as possible.
Thanks very much for this great package.

Re: Ulitimate lighting shader pack v1.0 [Re: EX Citer] #36788
11/25/04 05:47
11/25/04 05:47
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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nope that means its version 1 of my shader pack...
it requires pixel shader 3.0 right now,. alhtough it might compile to 2.0 I havent tried (i just got me a nice gForce6800) Give it a try and see if it works under 2.0 if you cant run 3.0.

In my next update i will try to include a sample level with better script files.. i just released it now cause i thought poeple would want to get thier hands dirty with this sooner rather than wait. All 3DGS needs now is Z-Fail stencil shadowing , and it's basically on par with Doom3 engine. Remember cause its all per pixel you can use models or world geometry and it all blends together , so you can do all the wierd curved sufaces stuff already if you use c-trace and c-move

And im sure someone can convert this shader technique to use a directional sunlight, so you can have FarCry style out-doors.. I hope Conitec will make a kick ass demo showing off this kind of lighting and such to show that A6 is a top flight engine now.

Re: Ulitimate lighting shader pack v1.0 [Re: TheExpert] #36789
11/25/04 05:48
11/25/04 05:48
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Really amazing shader, good work.

Last edited by oliver2s; 11/25/04 05:48.
Re: Ulitimate lighting shader pack v1.0 [Re: oliver2s] #36790
11/25/04 05:52
11/25/04 05:52
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
that's a little disapinting :
i have radeon 9800 Pro XT is not all people that have some cards like that
and that's pixel and vertex shader V2.
And V3 shaders only a more few minority than V2 shaders
will have the 3D cards.
if it not work with V2 only a very little minority will use it.

i 'll test if it do something with V2.
but great job

Re: Ulitimate lighting shader pack v1.0 [Re: TheExpert] #36791
11/25/04 05:57
11/25/04 05:57
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
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Joined: Oct 2004
Posts: 1,856
and yes like you said : people can use any level geometry exported from 3DSMAX or others modelers if they use C_move and C_trace (no more need of WED and very long compilation time), and levels made of models are a lot more fast than
blocks geometry for the engine (i've tested all that a lot).
No geometry limitation and really fast level construction, for example under 3DSMAX creating stairs, copying rooms , building arches and
other things etc ... is very quick (not like WED).

Re: Ulitimate lighting shader pack v1.0 [Re: TheExpert] #36792
11/25/04 05:58
11/25/04 05:58
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
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Joined: Oct 2003
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OK currently these shaders require 3.0 but in my next release i will include a 2.0 fallback so dont worry (eventually i may even do a 1.4 fallback also but it may be slower.. i have to wait unltil the next beta version of a6 tho)

Last edited by Matt_Aufderheide; 11/25/04 06:00.
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