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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
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: rayp
Quote:
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:
Code:
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.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

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Re: Shade-C EVO: Fog support + Bug Fixes [Re: rojart] #441706
05/31/14 16:56
05/31/14 16:56
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Even though I followed all the step in 'Getting Started' and 'Modules', I can't seem to get this work.

Error in sc_shadows.c; D3DXMatrixOrthoLH underclared indentifier.

Even if I do #include <d3d9.h>, I get an error. Error in windows.h line 6519; RECT rcPaint.

Anyone know what I am doing wrong? tnx

ps: version shade-c_v0.91_BETA_S1

Re: Shade-C EVO: Fog support + Bug Fixes [Re: Reconnoiter] #441761
06/01/14 20:43
06/01/14 20:43
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
I don't know what could be the problem, in theory only d3d9.h needed as you wrote.
but dynamic shadowmapping in 0.91b is a bit buggy, the variance and squared variance is wrongly calculated, thus you will never get really smoothed shadows, despite the test scene looks okay.
I corrected it and as I remember shared it in the forum earlier, but was not satisfied with performance and quality, so finally I took it out of shade-c and transformed into exponential shadowmapping. if you take its source from latest MapBuilder I think you can put it back into shade-c with some work...
probably you do better if switch to Shade-C EVO.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Shade-C EVO: Fog support + Bug Fixes [Re: sivan] #441775
06/02/14 12:03
06/02/14 12:03
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Thank you for commenting. I now use Shade-C EVO but have the same problem. Also the documentation for Shade-C EVO seems to be gone compared to the Shade-C beta (the only readme I can find has ~6 lines of text), so I don't know if I am including the right stuff.

Code:
///////////////////////////////
#define PRAGMA_PATH "shadec"

#include <d3d9.h>
#include <acknex.h>
#include <mtlFX.c>
#include <mtlView.c>
#include "sc_core.c";
#include <default.c>

...
...

function main()
{
...
sc_setup(); //setup Shade-C
...
}


Re: Shade-C EVO: Fog support + Bug Fixes [Re: Reconnoiter] #442198
06/15/14 14:03
06/15/14 14:03
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Code:
#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 laugh

Last edited by DLively; 06/15/14 14:04.

A8 Pro 8.45.4
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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
Joined: Jun 2014
Posts: 121
F
FEL Offline
Member
FEL  Offline
Member
F

Joined: Jun 2014
Posts: 121
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?!

laugh


FEL - Lead Game Designer & Core Developer
Re: Shade-C EVO: Fog support + Bug Fixes [Re: FEL] #444213
08/02/14 17:02
08/02/14 17:02
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Workfolder is the primary (root) folder which all your project is contained


A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: Shade-C EVO: Fog support + Bug Fixes [Re: DLively] #444214
08/02/14 17:10
08/02/14 17:10
Joined: Jun 2014
Posts: 121
F
FEL Offline
Member
FEL  Offline
Member
F

Joined: Jun 2014
Posts: 121
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
Re: Shade-C EVO: Fog support + Bug Fixes [Re: FEL] #444227
08/03/14 05:31
08/03/14 05:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Err, the work folder is the folder where your main script is located?


POTATO-MAN saves the day! - Random
Re: Shade-C EVO: Fog support + Bug Fixes [Re: Kartoffel] #444230
08/03/14 11:30
08/03/14 11:30
Joined: Jun 2014
Posts: 121
F
FEL Offline
Member
FEL  Offline
Member
F

Joined: Jun 2014
Posts: 121
its all in the 3dgs folder, locateted in Work.
Oo i mean why not?


FEL - Lead Game Designer & Core Developer
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