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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461233
07/29/16 22:38
07/29/16 22:38

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Facepalm gif




Lol that been me a lot. I ask then Facepalm myself... At least 20% of all my recorded post..!

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: ] #461266
07/31/16 07:55
07/31/16 07:55
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Great progress guys glad u figured out that transparentthing.

Greets


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] #461274
07/31/16 11:44
07/31/16 11:44
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Originally Posted By: rayp
Great progress guys glad u figured out that transparentthing.

Greets
, dont forget the skycube question, that one was great too grin

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461284
07/31/16 20:30
07/31/16 20:30
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Reconnoiter Offline
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Hey guys, I wanted to implement shade-c in an older project of mine but get the following error;

"Cant't compile effect:
sc_lights_sunShadow.fx: ID3DXEffectCompiler: There were no techniques
ID3DXEffectCompiler: Compilation failed"

I am probably missing some include or file or missed some function, anyone remember what it is? Tnx

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461339
08/02/16 11:13
08/02/16 11:13
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Reconnoiter Offline
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Yaay figured it out, forgot to copy default.fx to the game folder.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461350
08/02/16 18:39
08/02/16 18:39
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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The skycube question rocked laugh

Guess i do some stuff around friday night. Some new models i wanna see in shadeC laugh


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] #461381
08/03/16 12:50
08/03/16 12:50
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Reconnoiter Offline
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Rayp have you tried ent_decal's? I get black borders around them in shade-c.

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461424
08/04/16 17:38
08/04/16 17:38
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Posts: 2,107
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rayp Offline OP

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Theres a way but u cant layer them over each other. Same as with the glass-car-Windows at threat start.
And if youre using ent_animatefrom with different meshes, u will face a engine-bug btw grin

Let me look for more Details...moment
edit:
I just took this out of my old project. Try which way u like, both have some issues.
Code:
BMAP* blood_smear_map1 = "blood1.tga"; // 32bit with alpha channel
...
c_trace
...
if (HIT_TARGET && you){
   if (!ent_getdecal (you, 0, 35)){     // dont place too much decals ( performance )
      PARTICLE* p = ent_decal (you, blood_smear_map1, 1 + random (2), random (360)); 
      if (p){
         p.alpha    = 50 + random (30);
       //p.lifespan = 5000;
         p.material = mtl_blood;
         set (p, TRANSLUCENT); //|PASSABLE
      }
   }
}
...
..
.


material def from above:
Code:
MATERIAL* mtl_blood = {
	effect = "myblood.fx";
	flags  = ENABLE_RENDER;
	event  = sc_materials_event;	
	power  = 200;
}


and the myblood.fx file from above:
Code:
#define SKIN_ALBEDO (skin1.xyz)
#define SKIN_ALPHA  (skin1.w)
#define ALPHA
#include <scHeaderObject>
#include <scObject>




or this way
Code:
BMAP* blood_smear_map1 = "blood1.tga"; // 32bit with alpha channel
...
c_trace
...
if (HIT_TARGET && you){
   if (!ent_getdecal (you, 0, 35)){
      PARTICLE* p = ent_decal (you, blood_smear_map1, 1, random (360));
      if (p){
         p.lifespan  = 5000;
         p.material  = mtl_translucent;
      }
   }
}
...
..
.


material def from above
Code:
MATERIAL* mtl_translucent = {
	effect = "simpTran.fx";
	flags  = ENABLE_RENDER;
	event  = sc_materials_event;
	power  = 200;
}


and the fx file simpTran.fx for the material above
Code:
#define SKIN_ALBEDO       (skin1.xyz)
#define SKIN_ALPHA        (skin1.w)
#define ALPHA
#define TRANSPARENT
#include <scHeaderObject>
#include <scObject>


Dealing with ShadeC and Acknex means to make compromises all the time. wink ... frown

Last edited by rayp; 08/04/16 18:26. Reason: missed PARTICLE* p =

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] #461431
08/04/16 20:41
08/04/16 20:41
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Thanks! I wouldn't know where I would be without this forum laugh

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: Reconnoiter] #461457
08/06/16 16:06
08/06/16 16:06
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Posts: 1,823
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Is there a way to make entites very bright regardless if they are in the shadows or not?

I need to make some 3d ui parts white or some other very bright color.

-edit, I came up with an alternative approach. You can use the lightning in your advantage if you only make e.g. the borders non-black (== efffected by lights etc.) and the middle part fully black, possible transparent. This way it doesn't matter much that the colored parts are effected since its only the border (it does not distract) and even makes the border less flat.

Last edited by Reconnoiter; 08/07/16 14:31.
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