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Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36853
11/29/04 09:17
11/29/04 09:17
Joined: Oct 2002
Posts: 2,256
Oz
L
Locoweed Offline
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Locoweed  Offline
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L

Joined: Oct 2002
Posts: 2,256
Oz
Very true Matt,

It still is nice to see some simple working source though, especially for us that are newer to shaders. I have been playing around with it for most of the day trying to get it working here, I am feeling a bit deflated I suppose. I am such a nOOb, heh. I'll keep plugging along.

Loco


Professional A8.30
Spoils of War - East Coast Games
Re: Ulitimate lighting shader pack v1.0 [Re: Locoweed] #36854
12/01/04 04:20
12/01/04 04:20
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
hey... can Eric or Rhuarc or Matt post the dumbed down PS 2.0 version of the shader code for the level and model...

just the shader code that goes into the fx files...

i can't seem to get it working here... no errors, just no effects on either geometry or models.

using 6.31.4 and GeforceFX 5200 dx9c (Eric's demo ran fine)

btw, how do you assign the shader to a level geometry?


thx

--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36855
12/01/04 06:02
12/01/04 06:02
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
The shader runs on my GeForce FX 5200, but the framerate is very low.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Ulitimate lighting shader pack v1.0 [Re: Orange Brat] #36856
12/01/04 06:07
12/01/04 06:07
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
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M

Joined: Oct 2003
Posts: 4,131
it will be slow if you have a lot of lights in one area.. try making the light range smaller and using fewer lights at one time.. when the next beta is relased i will do a new version that will hopefully run faster by lowering the number of passes and lights. Also, if you are using it on level geometry make sure it the blocks are set to "flat" instead of shaded, and "tesselate flat" should be set to "auto"..

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36857
12/01/04 06:15
12/01/04 06:15
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
tesselate flat auto- is this a pro feature?
I dont see it...

Re: Ulitimate lighting shader pack v1.0 [Re: Drew] #36858
12/01/04 06:35
12/01/04 06:35
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
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Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
It's an option in the map compiler popup if I remember right.


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Re: Ulitimate lighting shader pack v1.0 [Re: myrlyn68] #36859
12/01/04 06:41
12/01/04 06:41
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
yeah its in the compile window.. this is absolutely critical to get good framerates in level geometry

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36860
12/01/04 06:42
12/01/04 06:42
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
MATT... the PS2 shader code... is it up anywhere...

i can't seem to do the mods correctly...


--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36861
12/01/04 08:01
12/01/04 08:01
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
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Joined: Oct 2003
Posts: 4,131
no i ahvent done it yet..

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36862
12/01/04 08:06
12/01/04 08:06
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
k... thx


looking at Eric's code in the bug section... but shader makes objects invisible...

???


--Mike

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