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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460528
07/03/16 01:43
07/03/16 01:43

M
Malice
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Malice
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Hey no need to copy the folder.

sc_defferLightning.h line 8 -- This hard coded path is the problem.
STRING* sc_deferredLighting_sBRDFLUT = "shadec/tex/sc_deferredLighting_LUT.dds";

EDIT -- Oh hell I'm always behind 3Run just change this line to by putting in your own #IFDEF
STRING* sc_deferredLighting_sBRDFLUT = "sc_deferredLighting_LUT.dds";

Last edited by Malice; 07/03/16 01:49.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460529
07/03/16 01:43
07/03/16 01:43
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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3run mentioned this yes (too) ^^

edit: But yes, changing the code is better than copying the Folder.

edit2: Again, thank you both for your support here!

Lets see how long the 60fps in fullscreen and 90-170fps in windowmode stay grin


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"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
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460556
07/04/16 10:20
07/04/16 10:20
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Fantastic thread guys. Still little bit confused about one thing; so should I use 3Run's idea to edit the hard coded path and than change it in every other shade-c file? Or is there a faster way?

@Rayp, did you manage to get the terrain working in Shade-C? I saw your post terr.fx + the shader code with BMAP* sc_bmap_terrainColor = "terrain_color.dds";. Do you have an example of terrain_color.dds? Is it a colormap?

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #460561
07/04/16 13:05
07/04/16 13:05
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Best way i guess is editing the files. Fixed folder structures are never good. But if ure lazy and copy the shadeC folder into published folder, all works fine.

Yes i implemented ShadeC Terrain into evo and it worked.
But...
It wont react on lights and shadows only to sun_light settings. In case of a dark night scene you'll encounter a problem. When sun_light 0 its completly black.


Anyway heres a example of the Terrain.mdl with all textures.
http://www.file-upload.net/download-11736960/terrain_example.rar.html
edit: To answer your question, its a quad-texture for the colormask.

( ignore the red brush line, i used for debuging )
edit: to be honest i did not further test if all textures are correct in place, but boh commented the lines/entskins out. if theres something wrong in the MDL please let me/us know ^^


Terrain is still a problem.
I heard txesmi made a terrainshader, but i guess it wont work with shadec-evo-lights too.

Maybe some shaderguy feels to implement terrain into sC-evo ? Beeing the superstar then! grin





edit - Publishing help
Just played around with that publish stuff. The best way is, simply open "sc_deferredLightning.h" in "shadec" folder and modify it like this
old
Code:
STRING* sc_deferredLighting_sBRDFLUT = "shadec/tex/sc_deferredLighting_LUT.dds";


new
Code:
STRING* sc_deferredLighting_sBRDFLUT = "sc_deferredLighting_LUT.dds";


Copy "sc_deferredLighting_LUT.dds" from shadec\tex into your main game folder ( adding shadec\\tex to pragma_path wont work for some reason i dont know. then publishing works, but u cant run from SED laugh )

Press the publish button

Copy following DLL's from Gamestudio installtion directory into published folder
d3dx9_30.dll
d3dx9_32.dll

You should have 4 DLL's now btw.

In case you compiled example scene, copy VLOGA.MDL by hand into published folder.

Congrats! You can now run (and publish) your game.



Cheers
btw: I rename the thread into "Setting up ShadeC-EVO" and make it sticky.

edit:
@Alibaba
Did u tryed using the water of shadeC in evo yet ?

Last edited by rayp; 07/04/16 15:26.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"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
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460565
07/04/16 16:23
07/04/16 16:23

M
Malice
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Malice
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M



I see no reason to choose

Code:
/// YOUR MAIN C

// #define FINAL_PUBLISH  // COMMENT OUT TILL FINAL PUBLISH
#include xxxxx

function main(){
... BLA BLA
}
//////////

// Modified script
#ifndef FINAL_PUBLISH
STRING* sc_deferredLighting_sBRDFLUT = "shadec/tex/sc_deferredLighting_LUT.dds";
#else
STRING* sc_deferredLighting_sBRDFLUT = "sc_deferredLighting_LUT.dds";
#endif



Nothing more should be needed.
EDIT - So you publish once and it will place the file in the publish folder. Then uncomment the #define and publish again to same folder. Should work fine. No need to hand move the map file.

Last edited by Malice; 07/04/16 16:26.
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #460572
07/04/16 21:49
07/04/16 21:49
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
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Thanks for the publish solutions.

Quote:
btw: I rename the thread into "Setting up ShadeC-EVO" and make it sticky.
, sounds good. I already had taken the liberty to give the thread 5 stars to let it stand out. grin

Also since this is a general thread now, 2 important but can be easy to miss lines (e.g. for getting Particles working):
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

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #460579
07/05/16 08:03
07/05/16 08:03
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
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Originally Posted By: Reconnoiter
Fantastic thread guys. Still little bit confused about one thing; so should I use 3Run's idea to edit the hard coded path and than change it in every other shade-c file? Or is there a faster way?
There is no easy way out. You have to go throw all shade-c evo script/header files (mostly headers I guess) and check each string, sound, bmap and any other defined reasources to do not have any fixed folders, so you won't need to recreate resource folders, plus you could publish .wrs archive without problems. I don't really see any reasons to double string like Malice did (maybe there is a reason for that, if so I would like to hear it laugh ), what for if you could just define the file itself and be aware that it will be found withing defined with PRAGMA_PATH folders or in projects root folder.

Greets.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: 3run] #460586
07/05/16 12:43
07/05/16 12:43
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Posts: 2,107
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I did all this stuff. There are no further fixed strings.

Cut and paste one DDS file by hand into main game folder and open sc_defferedLighting.h and remove the path-string. Thats all.

Takes 30seconds.

edit: I wrote 3run a mail. Guess he will test if creating WRS works ( i would test myself but i have a Com.-Version frown only )

Quote:
, sounds good. I already had taken the liberty to give the thread 5 stars to let it stand out. grin
Saw that, well done grin


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"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
rayp.flags |= UNTOUCHABLE;
Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #460597
07/05/16 20:31
07/05/16 20:31
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Posts: 6,904
Nice, rayp! Still using SSAO from me or have you switched to Shade-C Evo?

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: HeelX] #460598
07/05/16 23:01
07/05/16 23:01

M
Malice
Unregistered
Malice
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Quote:
I don't really see any reasons to double string like Malice did (maybe there is a reason for that, if so I would like to hear it laugh )


There is none really. Perhaps I read bad/to fast but the idea was between changing the folder structures or hand copying maps. In a case where only a single file-string is the issue, than the solution I present with setting a flag like #ifdef for development/publish is pointless. The point being using this #ifdef you shouldn't need to either change the file structures nor hand copy maps. You simply end up running the 'publish mode twice. The idea would be worth more if you wish to create separate development structures and published structures, which covered many maps or files.

But as noted before, I'm weeks behind you 3run and not catching up.. wink

Last edited by Malice; 07/05/16 23:04.
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