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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #480369
06/02/20 20:30
06/02/20 20:30
Joined: Oct 2010
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CodeMaster Offline
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Yes, I've seen a couple of games that use Shade-c and they look amazing.

In the first post rayp write that EVO does not support terains, but later I read that someone still managed to fix it. Is there any example of the Shade-c EVO with terrains?

Re: ShadeCEVO simple grass (OVERLAY) ? [Re: CodeMaster] #480370
06/02/20 20:42
06/02/20 20:42
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3run Offline
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Originally Posted by CodeMaster
Is there any example of the Shade-c EVO with terrains?
I know only the one which was made by oliver32 (if I'm not mistaken his nickname), it was a game prototype about trucks, etc, he was even selling the source code. Terrains with EVO should be possible, but I never gave them a try myself.

As BoH_Havoc said:
Quote
Q: Can i use particles with ShadeC?
A: Yes. Enable forward rendering by setting sc_screen_default.settings.forward.enabled = 1;

Q: Can i use terrainshader XY?
A: Yes. Either port it to shadec or render it in forward mode (shadows might not work). See question above.


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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #480382
06/03/20 10:35
06/03/20 10:35
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3run Offline
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Seems like I was able to remove all memory leaks (at least no leaks in acklog when I run all examples from the latest github version). They mainly were caused by 'sc_skill_', sc_viewEvent_init, sc_materials_init and setupMaterial in example05. If only we could get pointlights to have shadows, this could be some good alternative to boost graphics, yet outdated, but much better than default shaders...

Edit: this is how I'm trying to create a pointlight
Code
sc_light_create(vector(-86, -82, 322), 1000, vector(1024, 512, 0), SC_LIGHT_POINT | SC_LIGHT_SHADOW);
And yet, there are no shadows at all...
[Linked Image]

Last edited by 3run; 06/03/20 10:46.

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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #480383
06/03/20 12:43
06/03/20 12:43
Joined: May 2008
Posts: 2,108
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alibaba Online
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alibaba  Online
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I may be wrong, maybe it was with spotlights.. I'll let you know after I've checked it this weekend


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Re: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #480411
06/05/20 08:57
06/05/20 08:57
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3run Offline
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Would be sad it pointlights don't support shadows... And from what I can see in code, they don't :<
I tried to fake the pointlight by creating 6 spotlights and increasing they arc, but it doesn't really look great.
[Linked Image]

Edit: I've uploaded version with memory leak fixes, it can be found here:
https://github.com/3RUN/ShadeC-EVO

Last edited by 3run; 06/05/20 10:08.

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Re: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #480445
06/06/20 22:58
06/06/20 22:58
Joined: May 2008
Posts: 2,108
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alibaba Online
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alibaba  Online
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Hey 3run, sorry to disappoint you, but it was a different problem (Spotlight shadows with alpha sprites) that I had solved before. As you said, there is sadly no sign of pointlight shadowmaps.


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Re: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #480452
06/07/20 06:53
06/07/20 06:53
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3run Offline
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That's pretty sad... :<


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