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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: 3run] #460479
07/02/16 19:14
07/02/16 19:14
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

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rayp  Offline OP

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Posts: 1,961
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Deactivated ssao, still there.
edit: And its not caused from HDR sun_light or ambient_light ^^

@Alibaba
Did u manage to add the shadeC Terrain to evo without graphic Errors ?

Last edited by rayp; 07/02/16 19:31.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460480
07/02/16 19:32
07/02/16 19:32

M
Malice
Unregistered
Malice
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M



Again under-informed --> I've seen something like this with alpha_refs the alpha near the color is lighter than the alpha map elsewhere. EDIT - AS a EXAMPLE - So there is a reference point, say full black is 0 alpha then any gray above 128 ranges from 1-100% alpha.

Like I say, under-informed so just a guess, however it does look like non-shade_c transparency problems I've have with the alpha_ref point.
such as here http://www.conitec.net/beta/d3d_alpharef.htm

EDIT2 - Based on what happens in 3ds max. The white can be from none 0 alpha blending with a spec.. So you get little color and fade spec mapping , because the alpha at that point is none 0 or above say 50%

Last edited by Malice; 07/02/16 19:36.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460482
07/02/16 19:45
07/02/16 19:45
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 1,961
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Ok...
Ill try next to Play around with the texture.

Meanwhile i got a first result with Alibabas post. I dont know yet how much Performance this eats.
And the ShadeC Terrain renders without Errors too
Code:
action Grass_WED(){
	set (my, PASSABLE);
	//my.material = mtl_carWindow;
	sc_ent_softSprite(me, vector(128,128,128), 1, 1, 0);
	reset (my, DYNAMIC);
}




main function:
Code:
sc_screen_default.settings.forward.enabled = 1;


add the terrainmaterial
Code:
BMAP* sc_bmap_terrainColor = "terrain_color.dds";

MATERIAL* sc_ent_Terrain =
{
	skin1 = sc_bmap_terrainColor;
	effect = "terr.fx";
}


terr.fx
Code:
/******************************************************************************************************
Terrain-Shader by Wolfgang "BoH_Havoc" Reichardt

Entity Textures:
	Skin1 = Global Colormap
	Skin2 = Tile-Colormask  (RGB) + Shadow (A)
	Skin3 = Global Normalmap
	Skin4 = Tile-Normalmap (RGB) + Specularmap (A) (Quad-Texture)

Material Textures:
	Skin1 = Tile-Color (Quad-Texture)

Usage:

	
******************************************************************************************************/

/***************************************TWEAKABLES*****************************************************/

float shadowAlpha = 0.25; //shadowalpha of bumpmapping
float texShadowAlpha = 0.25; //shadowalpha of shadowtexture



/***************************************SHADER*CODE****************************************************/

texture entSkin1; //colormap
texture entSkin2; //global normalmap + Shadow
texture entSkin3; //colormask
texture entSkin4; //normalmaps
texture mtlSkin1; //colormaps

matrix matWorld;
matrix matWorldInv;
matrix matViewInv;
matrix matWorldViewProj;

float4 vecSunPos;
float4 vecSunColor;
float4 vecLightPos[8];
float4 vecViewPos;
float4 vecFog;

#define DOSUN

sampler colorSampler = sampler_state 
{ 
   Texture = <entSkin1>; 
   MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
};

sampler maskSampler = sampler_state 
{ 
   Texture = <entSkin2>; 
   MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
}; 

sampler globalNormSampler = sampler_state 
{ 
   Texture = <entSkin3>; 
   MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
}; 

sampler normSampler = sampler_state 
{ 
   Texture = <entSkin4>; 
   MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
}; 

sampler tileColorSampler = sampler_state 
{ 
   Texture = <mtlSkin1>; 
   MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
};

void terrain_VS( 
   in float4 InPos: POSITION, 
   in float3 InNormal: NORMAL, 
   in float2 InTex: TEXCOORD0,
   in float3 InTangent : TEXCOORD0,
   in float2 InShadow : TEXCOORD1,
   out float4 OutPos: POSITION, 
   out float2 OutTex: TEXCOORD0, 
   out float4 OutLight: TEXCOORD1,
   out float3 OutViewDir: TEXCOORD2,
   out float3 OutWorldNormal	: TEXCOORD3,
	out float3 OutWorldTangent	: TEXCOORD4,
	out float3 OutWorldBinorm	: TEXCOORD5,
	out float3 OutWorldPos	: TEXCOORD6,
   out float OutFog : FOG) 
{ 
	// Transform the vertex from object space to clip space: 
   OutPos = mul(InPos, matWorldViewProj); 
	// Pass the texture coordinate to the pixel shader: 
   OutTex.xy = InTex;
   
   float3 PosWorld = mul(InPos, matWorld);
  	
   //Light
   #ifdef DOSUN
   OutLight.xyz = vecSunPos - PosWorld;;
   OutLight.w = 100000;//distance(PosWorld,vecLightPos[0])/vecLightPos[0].w;
   #else
   OutLight.xyz = vecLightPos[0] - PosWorld;
   OutLight.w = 0;
   if(vecLightPos[0].w < 100000) OutLight.w = 1-distance(PosWorld,vecLightPos[0])/vecLightPos[0].w;
   #endif
  	//

	//Specular Lighting
	#ifdef DOSUN
	OutViewDir = (vecSunPos) - mul(InPos, matWorld);
	#else
	OutViewDir = (vecLightPos[0]) - mul(InPos, matWorld); 
	#endif
	//
	
	//Misc Output
	float3 Binormal = cross(InNormal,InTangent);
	OutWorldNormal.xyz = mul(InNormal, matWorld).xyz;
	OutWorldTangent.xyz = mul(InTangent, matWorld).xyz;
	OutWorldBinorm.xyz = mul(Binormal, matWorldInv).xyz;
	OutWorldPos = PosWorld;
	//
	
	//Fog
	OutFog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z);
   //
}

float4 terrain_PS(
	float2 Tex : TEXCOORD0,
	float4 InLight: TEXCOORD1,
	float3 InViewDir: TEXCOORD2,
	float3 InWorldNormal	: TEXCOORD3,
	float3 InWorldTangent	: TEXCOORD4,
	float3 InWorldBinorm	: TEXCOORD5,
	float3 InWorldPos	: TEXCOORD6
):COLOR0
{
	float4 Color = tex2D(colorSampler, Tex);
	
	float4 colorMask = tex2D(maskSampler, Tex);
	
	float2 Tile = Tex*40;
	Tile = frac(Tile)*(0.5-2*0.004)+0.004;
	
	float4 color = tex2D(colorSampler, Tex);
	
	float4 color1 = tex2D(tileColorSampler, Tile)*colorMask.r;
	float4 color2 = tex2D(tileColorSampler, Tile+float2(0.5, 0.0))*colorMask.g;
	float4 color3 = tex2D(tileColorSampler, Tile+float2(0.0, 0.5))*colorMask.b;
		
	float4 normal1 = tex2D(normSampler, Tile)*colorMask.r;
	float4 normal2 = tex2D(normSampler, Tile+float2(0.5, 0.0))*colorMask.g;
	float4 normal3 = tex2D(normSampler, Tile+float2(0.0, 0.5))*colorMask.b;
		
	float3 Ln = normalize(InLight.xyz);
   float3 Nn = normalize(InWorldNormal);
   float3 Tn = normalize(InWorldTangent);
   float3 Bn = normalize(InWorldBinorm);
   float3 Nb = 0;
   float3 Vn = 0;
   float3 Hn = 0;
   float4 lighting = 0;
	
	float gloss = normal1.a + normal2.a + normal3.a;	
	
	float3 bumpNormal = (normal1.rgb+normal2.rgb+normal3.rgb);
	//bumpNormal += tex2D(globalNormSampler, Tex).xyz;
	bumpNormal = lerp(bumpNormal, tex2D(globalNormSampler, Tex).xyz, 0.5);
	Nb = Nn + (bumpNormal.x * Tn + bumpNormal.y * Bn);
   Nb = normalize(Nb);
   Vn = normalize(InViewDir);
   Hn = normalize(Vn + Ln);
   lighting = lit(dot(Ln,Nb),dot(Hn,Nb),1);
   
	Color.rgb = saturate(clamp(lighting.y, shadowAlpha, 1)*vecSunColor*2);
	//Color.rgb = lighting.y+lighting.z;
	
	Color.rgb *= lerp(color, (color1+color2+color3), 0.5);
	//Color.rgb *= color;
	//Color.rgb *= color*(color1+color2+color3);
	//Color.rgb *= 2;
	//Color.rgb = clamp(Color.rgb,0,1);
	Color.rgb += lighting.z*gloss*Color.rgb;
	Color.rgb = clamp(Color.rgb, 0, 1);
	Color.rgb *= clamp(colorMask.a,texShadowAlpha,1);

	Color.a = 1;
	//Color.rgb = (color1+color2+color3);
	/*
	//VELVETY
	Vn = normalize(matViewInv[3].xyz - InWorldPos);
	half3 velvety1;
   float vdn = 0.4-dot(Vn,Nn);
   float3 vecColor = float4(vdn.xxx,1.0);
   velvety1 = float4((vecColor).xyz,1);
   velvety1 = clamp(velvety1,0,1);
   Color.rgb += velvety1*gloss;
	//
	*/
	
	return float4(Color.rgb,1);
}

technique terrain
{
	pass p0
	{
		//cullmode = none;
		//zwriteenable = true;
		//alphablendenable = true;
		VertexShader = compile vs_2_0 terrain_VS();
		PixelShader = compile ps_2_a terrain_PS();
	}
}



edit:
@Malice
Youre right! The alpha-map is no solid White, its faded.
No matter what i do with the alphachannel, White-sh* stays ( only black and White now ). Only with Alibabas code the grass renders.

edit2:
Putting all this together took my weekend until now frown



edit3:
Finally grass on Terrain in shadeC evo, in deep-night Setting with fog grin
( but not the shadeC-terrain-material is used cause it wont react on lights and shadows, shot Shows mtl_car on Terrain.mdl )

Strangly, this time i cant go below camera_clip.far = 2500 btw, some strange visuals are Happening then.


My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460486
07/02/16 21:24
07/02/16 21:24
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

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rayp  Offline OP

X

Joined: Jul 2008
Posts: 1,961
Germany
I simply added one house-model two times into the example ShadeC scene.
The house comes from a Unity map, a complete town Level i bought btw.

Now the graphic looks cool, but 15fps.

Is Acknex really that slow ?

No DoF no sun shadows, camera_clip_far = 2500. Pretty much useless all in all.
edit: disabled all pp effects, same result.

Reseting DYNAMIC flag of the houses solved the Problem as it seams. grin

With all pp stuff ( HDR, SSAO, DOF etc )




But the Terrain is still a problem.

Last edited by rayp; 07/02/16 22:38.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460490
07/02/16 23:10
07/02/16 23:10
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 1,961
Germany
Somebody ever published shadeCevo Project? When i publish the example Scene nothing works


My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460491
07/02/16 23:24
07/02/16 23:24

M
Malice
Unregistered
Malice
Unregistered
M



No. Is that a memory pointer?

Could you use SED and 'find in file' any error handling? If it's a code then it could be in the script as a printf command. Or maybe that's some type of pointer and the printf(error:) is meant to show the pointer of the trouble object.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460492
07/02/16 23:26
07/02/16 23:26
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 1,961
Germany
I just took the example Scene from shadec and pressed publish...
edit: no code added.
edit: only a house and grass model added

more than frustrating right now frown

Last edited by rayp; 07/02/16 23:28.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460493
07/02/16 23:28
07/02/16 23:28

M
Malice
Unregistered
Malice
Unregistered
M



I'm getting shade-c evo now github??

Do the engine still fail to bind the d3dx..... shader stuff when making a build. I had to copy the dll (s) by hand in the past.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460494
07/02/16 23:28
07/02/16 23:28
Joined: Jul 2008
Posts: 1,961
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 1,961
Germany
so i did before grin
edit: i mean copyed the DLL's by Hand, then i saw the Screen. Funny Thing is, caused by sky_color its a bluescreen.

Yes. if you dont find it, i can upload a Version.

Last edited by rayp; 07/02/16 23:29.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460495
07/02/16 23:33
07/02/16 23:33

M
Malice
Unregistered
Malice
Unregistered
M



Got it... 01 example published with file errors.. Checking them now. Publish from sed file from in 01.cd loaded and run fine but I have the same printf error box as well.


Looking deeper now.

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