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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: rayp]
#440214
04/20/14 13:00
04/20/14 13:00
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Joined: Oct 2004
Posts: 900 Lgh
rojart
User
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User
Joined: Oct 2004
Posts: 900
Lgh
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ZNEAR tested and works well by me, what exactly happens with your code? Hello, in some situations ( near ) lights disappearing ( when looking in some directions ). Only if my used weapon action is flagged with ZNEAR. Besides that, ( 4ex ) my fire - particles are rendered / visible through walls ( =blocks with shadec material ) if ZNEAR is set. No ZNEAR, everythings fine. Its a fps project, weapon is placed close to the camera vectors and ive set camera.clip_near to 1 btw. The light - znear - "Bug" seams to be a "random". For some particle effects ive set those var's to 1:
sc_screen_default.settings.forward.enabled = 1;
sc_screen_default.settings.refract.enabled = 1;
Maybe i made those probs myself, if nobody else having probs with ZNEAR, guess so. Greets Tried my solution with skybox above? Any screenshot would be also great.
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: Reconnoiter]
#442198
06/15/14 14:03
06/15/14 14:03
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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#include <litec.h>
#include <acknex.h>
#include <default.c>
#define PRAGMA_PATH "shadec"
//include Shade-C
#include "shade-c.h"
#include "common.h"
.....
function main()
{
//wait until after level_load();
vec_set(sky_color, vector(0,0,0));
vec_set(ambient_color, vector(0,0,0));
camera.size_x = screen_size.x;
camera.size_y = screen_size.y;
sc_screen_default = sc_screen_create(camera);
sc_screen_default.settings.forward.enabled = 1; //enable if you need particles or custom materials which can't be rendered in the deferred pipeline
sc_screen_default.settings.refract.enabled = 1; //enable for refractive effects such as heat haze and glass
sc_screen_default.settings.hdr.enabled = 1; //enable Bloom/HDR
sc_screen_default.settings.hdr.lensflare.enabled = 0; //enable for a nice lensflare effect in combination with HDR/Bloom
sc_screen_default.settings.dof.enabled = 0; //enable Depth of Field Effect
sc_screen_default.settings.ssao.quality = SC_MEDIUM; //set ssao quality. SC_LOW, SC_MEDIUM, SC_HIGH, SC_ULTRA
sc_screen_default.settings.ssao.enabled = 1; //enable to activate SSAO
sc_screen_default.settings.lights.sunShadows = 0; //enable shadows for the sun
sc_screen_default.settings.lights.sunShadowResolution = 512; //reduce shadow resolution as we are manually setting the shadow range to 5000 and can therefor get away with a small shadowmap
sc_screen_default.settings.lights.sunPssmSplitWeight = 0.7; //high res near splits, low res far splits
sc_screen_default.settings.lights.sunShadowRange = 5000; //manually set the shadow range...we don't need realtime shadows in the far distant! If set to 0 (default) shadow range will be set to camera.clip_far
sc_screen_default.settings.lights.sunShadowBias = 0.001; //set the shadow bias
sc_screen_default.settings.antialiasing.enabled = 1; //enable antialiasing
//initialize shade-c, use default screen object
sc_setup(sc_screen_default);
//tweak effect parameters anytime you want
// -> more info in sc_core.h, in struct SC_SETTINGS
sc_screen_default.settings.hdr.brightpass = 0.85;
sc_screen_default.settings.hdr.intensity = 2;
sc_screen_default.settings.hdr.lensflare.brightpass = 0.0;
sc_screen_default.settings.hdr.lensflare.intensity = 0.25;
sc_screen_default.settings.dof.focalPos = 300;
sc_screen_default.settings.dof.focalWidth = 600;
sc_screen_default.settings.ssao.radius = 30;
sc_screen_default.settings.ssao.intensity = 4;
sc_screen_default.settings.ssao.selfOcclusion = 0.0004; //we want a bit of self occlusion... lower values result in even more self occlusion
sc_screen_default.settings.ssao.brightOcclusion = 0.25; //low value: ssao will only be visible in shadows and dark areas. high value: ssao will always be visible. Range: 0-1
}
//this IS a local entity. Place it in an action.
ENTITY* light_child = sc_light_create(vector(my.x, my.y, my.z), my.skill4, vector(my.skill1,my.skill2,my.skill3), SC_LIGHT_SPOT | SC_LIGHT_SPECULAR | SC_LIGHT_SHADOW , vector(my.pan, my.tilt-90, my.roll), my.skill5);
I think this is all you need for lighting if you haven't already looking in the map builder
Last edited by DLively; 06/15/14 14:04.
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: DLively]
#444208
08/02/14 15:32
08/02/14 15:32
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Joined: Jun 2014
Posts: 121
FEL
Member
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Member
Joined: Jun 2014
Posts: 121
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Hello guyz, Im getting trouble with a file called "sc_deferredLighting_LUT.dds" It causes an rror called "error: 88760b59". I cant fix it like in the description: - If you got something like this "error: 88760b59" after compiling, just copy the sc_deferredLighting_LUT.dds file to the work folder. - Workfolder?!?!?! Ive got an entire Datasystem for my project... there about 20 folders... where dafaq should the file go Oo how can i know?!
FEL - Lead Game Designer & Core Developer
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: DLively]
#444214
08/02/14 17:10
08/02/14 17:10
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Joined: Jun 2014
Posts: 121
FEL
Member
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Member
Joined: Jun 2014
Posts: 121
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My Project ist located there... as usaully. So the file is in Spot. But it does not work properly.
FEL - Lead Game Designer & Core Developer
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: FEL]
#444227
08/03/14 05:31
08/03/14 05:31
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Err, the work folder is the folder where your main script is located?
POTATO-MAN saves the day! - Random
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: Kartoffel]
#444230
08/03/14 11:30
08/03/14 11:30
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Joined: Jun 2014
Posts: 121
FEL
Member
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Member
Joined: Jun 2014
Posts: 121
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its all in the 3dgs folder, locateted in Work. Oo i mean why not?
FEL - Lead Game Designer & Core Developer
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