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Re: Ulitimate lighting shader pack v1.0 [Re: DARKLORD] #36893
12/03/04 23:58
12/03/04 23:58
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...
Hi DARKLORD,

I don't know too much about ATI card shader versions (I have an nVidia GF6800GT), could you tell me what shader version your card supports?

Also, I have a test level using new template scripts and the shader converted to PS3.0. If you wish, I'll zip the folder up and give you a link for download. I could also try and convert the shader to your cards version.

Let me know.

Gary.

Re: Ulitimate lighting shader pack v1.0 [Re: Gazzbass] #36894
12/04/04 00:06
12/04/04 00:06
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
DArklord: make sure your blocks are all set to "flat"

Re: Ulitimate lighting shader pack v1.0 [Re: Matt_Aufderheide] #36895
12/04/04 03:09
12/04/04 03:09
Joined: Dec 2002
Posts: 293
Minnesota
Peter Churness Offline
Member
Peter Churness  Offline
Member

Joined: Dec 2002
Posts: 293
Minnesota
Don't want to beat a dead horse, but I'll add my voice to the cries for pixelshader 1.4 support. Or at least get a consesus from the experts on this thread of:
1. Can it be done?
2. What would it look like?

My first born son to the whoever can get something close to these amazing effects working on 1.4 cards

Peter

Re: Ulitimate lighting shader pack v1.0 [Re: Peter Churness] #36896
12/04/04 03:40
12/04/04 03:40
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Lol... but I'm too young to have kids

1. I've got a basic design done for a 1.4 version, but getting it to work has proven a royal pain in the bum . I'm afraid I might have to step back into ASM instead of HLSL .

2. It will actually looks pretty much just the same...unless you want to open two shots of it in photoshop and compare pixel-level differences by looking at the hex you won't notice any difference .

In any case... it's getting there . My latest progress is in ASM and it compiles without errors- but it renders the level in unlit blue...

-Rhuarc

PS: You gonna be in town this weekend?


I no longer post on these forums, keep in touch with me via:
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Re: Ulitimate lighting shader pack v1.0 [Re: Rhuarc] #36897
12/04/04 03:46
12/04/04 03:46
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
I've got the models shader working great... but for the life of me, i can't get the level geomtry shader working... texture and lighting seem ok, but no bumpmapping...

(1) am i supposed to apply it to a map entity?

(2) if no, how do i associate the material with a block?

i am using textures from a folder not a wad...



thx... i feel so helpless when it comes to this shader stuff


--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36898
12/04/04 04:00
12/04/04 04:00
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
Quote:

i am using textures from a folder not a wad...




You have to have the texture that you want to bumpmap in your .wad and the normal map in your folder. Change the name of the material to the name of your wad texture and add var d3d_automaterial = 1; at the top of your script.
Also be sure to apply the texture that you want to bumpmap to a level block.

Last edited by humansandbag; 12/04/04 04:02.
Re: Ulitimate lighting shader pack v1.0 [Re: Josh_Arldt] #36899
12/04/04 04:36
12/04/04 04:36
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
thx hsb... did that about 2 hours ago... it seems as if i'm having a problem with fog...

i had to set the NoFog option on my model to get it to be seen... and it appears that the same holds true for the level block...

i set the level fog to 0 0 0 but it doesn't seem to help

i also made a map entity out of it, so that i could assign the material directly to it... that worked, but the scale of the texture was about 100th of the original size...


talk about frustration... anyway, thx again...


--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36900
12/04/04 04:49
12/04/04 04:49
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...
When I assigned the "Flat" flag to all level geometry, I got the same, "tiny texture" scaling problem.

It seemed to be a vertex shader scaling problem so I found the following line in the vertex shader code section:

Out.Tex = texcoord0.xy*50;

This deals with texture scaling. So instead of texcoord0.xy*50, I messed around with smaller values like texcoord0.xy*3 and got results, but with tesselation problems. I just bought a Direct3D book and am furiously trying to learn HLSL and texture mapping theory...

Anyway, give this a whirl (I think messing with the HLSL code and viewing the results helps the learning experience!)

Gary.

Re: Ulitimate lighting shader pack v1.0 [Re: Gazzbass] #36901
12/04/04 05:06
12/04/04 05:06
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
sounds like a plan Gazz... the map entities seem to shader up ok, with just that one exception... thx... i'll look into it...

man... my head's startin' to hurt...


--Mike

Re: Ulitimate lighting shader pack v1.0 [Re: Red Ocktober] #36902
12/04/04 05:15
12/04/04 05:15
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...
LOL!

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