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Re: Ulitimate lighting shader pack v1.0 [Re: Gazzbass] #36903
12/04/04 15:58
12/04/04 15:58
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
1.4 support can of course be added.. i have an asm shader that works. I suggest modifying my orignal asm dx8 shader to run in dx9.. its a quite a trivial task.. just fix the syntax and change a little in the vertex shader.

Eventually i plan on making a ps 2.0 and 1.4 fallback for my HLSL shader but right now.. maybe someone else can do this if they want... its not a big deal really.

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36904
12/04/04 21:07
12/04/04 21:07
Joined: May 2004
Posts: 164
Germany
D
DARKLORD Offline
Member
DARKLORD  Offline
Member
D

Joined: May 2004
Posts: 164
Germany
Thanks for your help, but this wasn't the error.
There is a problem with the display00.wdl.
If I don't use this wdl then there are no problems

PS: It looks great and the fps are also very good!!!

Re: Ulitimate lighting shader pack v1.0 [Re: DARKLORD] #36905
12/04/04 21:58
12/04/04 21:58
Joined: May 2004
Posts: 164
Germany
D
DARKLORD Offline
Member
DARKLORD  Offline
Member
D

Joined: May 2004
Posts: 164
Germany
Can somebody tell me why i can't change the lightrange!

There are only 2 possibilities:
1. The lightrange from the dynamic light is 0 then there is no light
or
2. The lightrange from the dynamic light is >0 then there always the same lightrange!(There is no difference between 1 and 10000)

Can somebody help?

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36906
12/04/04 23:30
12/04/04 23:30
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Could you post your dx9 version of the ASM one?

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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My MSDN blog
Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36907
12/05/04 07:01
12/05/04 07:01
Joined: Sep 2003
Posts: 27
FL, USA (by way of Bonnie Scot...
Gazzbass Offline
Newbie
Gazzbass  Offline
Newbie

Joined: Sep 2003
Posts: 27
FL, USA (by way of Bonnie Scot...
Matt,

I just want to say thank you on behalf of all of us for this shader work! I worked out my normal map tesselation problem and I'm now using flat color textures with detailed normal maps and the results are truly awesome! With a little attenuation and gloss tweaking, I can get great bump and specular effects! Here's a shot of how it stands now, very doom-like in appearance!



I think I'll stick with this formula if it checks out OK on my other PC's (mixture of hardware).

Thanks for the great work!

Gary.

P.S. Ignore the gun model!!!

Re: Ulitimate lighting shader pack v1.0 [Re: Gazzbass] #36908
12/05/04 12:43
12/05/04 12:43
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
In Drew and Steempipes 2.0 version is there anyway to get more than 2 dynamic lights working?

Thanks,

Matt

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Coles] #36909
12/05/04 12:46
12/05/04 12:46
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
I would suspect that adding more passes would work at a cost to framerate. I have not changed any code to accomplish this, but looking at Matt A's original code might get you in the right direction.

Re: Ulitimate lighting shader pack v1.0 [Re: Steempipe] #36910
12/05/04 12:59
12/05/04 12:59
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
I believe in PS 2.0 you can probably render a maximum of two per pixel lights per pass.. so 8 lights is 4 passes. i recommend doing only 6 lights..that should be 3 passes..

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36911
12/05/04 13:42
12/05/04 13:42
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
great looking stuff Gazz...

and i want to second your appreciation and thanks to Matt and Drew And Steem... and all those who helped with this...

you guys are all in my will...


--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36912
12/08/04 18:58
12/08/04 18:58
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
anybody have problems with sorting on your normal mapped entities? Im creating them in max using polybump (crytek),
everything is good except when my character turns i can see through him to the other side, the normals all face out though... it only happens at certain angles...

thanks

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