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Re: ShadeCEVO simple grass (OVERLAY) ? [Re: rayp] #480369
06/02/20 20:30
06/02/20 20:30
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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 If only we could get pointlights to have shadows, this could be some good alternative to boost graphics, yet outdated, but much better than default shaders...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: 2,113
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alibaba Offline
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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
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alibaba Offline
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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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Re: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #483120
05/04/21 20:24
05/04/21 20:24
Joined: Jul 2008
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rayp Offline OP

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Hey yo friends.

Want to post this link 3run just posted. Its a fixed version of the loved shadeC. I did not use it for now cause my gpu gone to heaven and ive problems with my pc.

Anyway...heres the link
3run github
edit: For me a sc_material_event (if i remember right) error showed up after a few minutes frown
I was not able to reproduce. But this never happend before. for now iam back to the leaky version. edit-end

Sorry if somebody already posted it here.

edit: Iam still trying with terrain btw. But for now i always ended up with a model file with stretched texture. Not really good...

Last edited by rayp; 05/05/21 00:28.

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: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #483647
06/30/21 23:54
06/30/21 23:54
Joined: Jul 2008
Posts: 2,046
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rayp Offline OP

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First i did now see the BONES GPU anim FLAG...just a second ago i read:
Quote
, I LOVE YOU AND YOUR GENIUS BRAIN! grin
(for others add #define BONES to sc_lights_shadowmap.fx found in shadec/fx folder. Note that is costs you a bit of fps but its still alot better than cpu bones)
Wow...how not to see, this mighty post from txesmi, this long time...testing this soon to have shadows on animated ents again. Great.


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: Setting up ShadeC EVO ( vegetation, terrain, publishing etc ) [Re: rayp] #484108
09/08/21 19:35
09/08/21 19:35
Joined: Jul 2008
Posts: 2,046
Germany
rayp Offline OP

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Anybody knows a way to get ent_animatefrom working with GPU bone animations ? Or is it impossible ?
edit: just found out its another problem not related to GPU anim. Seams not to work with shadec at all (only with the same model)?
This is really bad because i have slow moving chars with long anims...need to share those with different meshes/enemys.

edit: Have to check deeper where the problem is, right now iam not sure if it is shadec related.

edit: It was not related to shadec at all.

Last edited by rayp; 09/12/21 16:52.

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;
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