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Author Topic: Addon : SystemShaders1_shx  (Read 26599 times)

« Reply #75 on: November 10, 2010, 12:10:29 AM »
Well, can u tell me which card is suitable for that?? i don't know what card i'm using currently....so...can u tell me how to find out?? ;D
You can view your computers hardware in the device manager.  Or just right click your desktop and click personalization (or preferences depending on your flavor of windows). Find the manufacturer and model of your card and google it.

Akazi14

« Reply #76 on: April 09, 2011, 08:54:38 AM »
Cool shadmar! this is giving my zombie game that extra spice that it needs!
« Reply #77 on: April 09, 2011, 10:55:26 AM »
Looks great :)
« Reply #78 on: April 09, 2011, 02:14:01 PM »
Soo creepy..  :o  It looks like the place I used to work in at one of my old jobs.
« Reply #79 on: April 12, 2011, 04:26:02 PM »
Shadmar... do you think you could mod the rgb2tex shader to either...

1- add a few more textures using black and white (or any other color)...

2- add a lightmap layer to the mix...

off the top of my head, since most of the colors use rgb, it seems like they'd just wind up using the one of those designates...  but i had to ask  :)


--Mike
« Reply #80 on: April 12, 2011, 05:03:24 PM »
Yea, it's kind of tricky, but we could add the alpha channel for a fourth color perhaps, but I haven't tested.
Black and white gradients of any color is light or shadow already. So you can use all 3 colors for texture blending.

Just make your RGB map for texture blending.
Then in photoshop/paint or whatever mix it with a dirt/shadow/light map
« Reply #81 on: June 26, 2011, 03:21:29 AM »
Hi all

I have a problem with this object or any object that has 25 shader I used the vegetation for vegetation
because it does not work?

Thanks for all


« Reply #82 on: July 09, 2011, 07:48:37 AM »
Shadmar, I got a little problem with the vegetation shader. See the picture. The back faces don't seem to respond to a pointlight. What can I do about this?

Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #83 on: July 14, 2011, 01:40:02 PM »
There is no way to lit backfaces without reverting the light direction/position in the shader which requires 2 passes and blended, which again is much heavier to render then just to double your number of faces so you have all front faces in your tree.

But there is a modded tree shader here : http://www.3drad.com/forum/index.php?topic=5297.msg56130#msg56130

this is an all emissive shader (it doesn't respond to any light), but you can control the emissive factor by script.
« Reply #84 on: July 14, 2011, 01:44:47 PM »
Okay, I think will try tomorrow. I'm tired now. It's summer vacation here, I think that's how you call that in English, so have been working with 3DRAD and animations all day long.

But anyway, I saw this is your first post:
Quote
0025_user_vegetation  - Supports all lightmodes sunlight, 4 pointlights, fog, envmap reflection

So I though it should work.
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #85 on: July 14, 2011, 01:58:12 PM »
Ok, I changed the text abit in the first post:

Supports all lightmodes (not backfaces) sunlight, 4 pointlights, fog, envmap reflection
« Reply #86 on: July 16, 2011, 10:07:42 AM »
Erhm, with what script can I controls the emissive factor?
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #87 on: July 16, 2011, 01:36:45 PM »
iShaderFloatSet(OBJ_X,"cEmissive",float)
« Reply #88 on: February 13, 2012, 05:37:07 AM »
Hi @ all,

i have a little Problem with this Shader:

0094_user_rgb2tx_bumpy_adv_tile  - Supports all lightmodes sunlight, 4 pointlights, fog
  Required textures - must be placed in the skinmesh folder
  - userTextureA.dds  - Could be Rock texture, this has to be a DXT1 dds texture, this will mapped to mesh Red Color
  - userTextureB.dds  - Could be Grass texture, this has to be a DXT1 dds texture, this will mapped to mesh Green Color
  - userTextureC.dds  - Could be Sand texture, this has to be a DXT1 dds texture, this will mapped to mesh Blue Color

  Normalmapping for individual textures has to be set via script and can be placed anywhere
  - <userTextureA_NM.dds> - Normalmap for userTextureA (Use script to set, see below for example)
  - <userTextureB_NM.dds> - Normalmap for userTextureB (Use script to set, see below for example)
  - <userTextureC_NM.dds> - Normalmap for userTextureC (Use script to set, see below for example)

Code:
void Main()
{
    int nmA, nmB, nmC;

    if (iInitializing())
    {
      nmR = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureA_NM.dds");
      nmG = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureB_NM.dds");
      nmB = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureC_NM.dds");
    }

    iShaderTextureSet(OBJ_0, "userTextureA_NM", nmA);
    iShaderTextureSet(OBJ_0, "userTextureB_NM", nmB);
    iShaderTextureSet(OBJ_0, "userTextureC_NM", nmC);
}


The Shader runs with no problems, but the normal Map are not running.
I belive i have an wrong adress in Code.
Can anyone explane me the Code shortly - nmR = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureA_NM.dds")?


i also changed the code to this:
void Main()
{
    int nmA, nmB1, nmC, nmR, nmG, nmB2;

    if (iInitializing())
    {
      nmR = iShaderTextureCreate(".\\3DRas_res\\objects\\SkinMesh\\data\\Wand\\userTextureA_NM.dds");
      nmG = iShaderTextureCreate(".\\3DRad_res\\objects\\SkinMesh\\data\\Wand\\userTextureB_NM.dds");
      nmB1 = iShaderTextureCreate(".\\3DRad_res\\objects\\SkinMesh\\data\\Wand\\userTextureC_NM.dds");
    }

    iShaderTextureSet(OBJ_0, "userTextureA_NM", nmA);
    iShaderTextureSet(OBJ_0, "userTextureB_NM", nmB2);
    iShaderTextureSet(OBJ_0, "userTextureC_NM", nmC);
}


The project is in a subdirectory too, also: ....\3D Rad\3DRad_res\projects\Meine\project.3dr
Could it be, that i have to change the adress in the Code for this a little more?




MfG Martin

PS sry for my bad english ;)
« Reply #89 on: February 13, 2012, 07:04:45 AM »
Hi @ all,

i have a little Problem with this Shader:

0094_user_rgb2tx_bumpy_adv_tile  - Supports all lightmodes sunlight, 4 pointlights, fog
  Required textures - must be placed in the skinmesh folder
  - userTextureA.dds  - Could be Rock texture, this has to be a DXT1 dds texture, this will mapped to mesh Red Color
  - userTextureB.dds  - Could be Grass texture, this has to be a DXT1 dds texture, this will mapped to mesh Green Color
  - userTextureC.dds  - Could be Sand texture, this has to be a DXT1 dds texture, this will mapped to mesh Blue Color

  Normalmapping for individual textures has to be set via script and can be placed anywhere
  - <userTextureA_NM.dds> - Normalmap for userTextureA (Use script to set, see below for example)
  - <userTextureB_NM.dds> - Normalmap for userTextureB (Use script to set, see below for example)
  - <userTextureC_NM.dds> - Normalmap for userTextureC (Use script to set, see below for example)

Code:
void Main()
{
    int nmA, nmB, nmC;

    if (iInitializing())
    {
      nmR = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureA_NM.dds");
      nmG = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureB_NM.dds");
      nmB = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureC_NM.dds");
    }

    iShaderTextureSet(OBJ_0, "userTextureA_NM", nmA);
    iShaderTextureSet(OBJ_0, "userTextureB_NM", nmB);
    iShaderTextureSet(OBJ_0, "userTextureC_NM", nmC);
}


The Shader runs with no problems, but the normal Map are not running.
I belive i have an wrong adress in Code.
Can anyone explane me the Code shortly - nmR = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureA_NM.dds")?


i also changed the code to this:
void Main()
{
    int nmA, nmB1, nmC, nmR, nmG, nmB2;

    if (iInitializing())
    {
      nmR = iShaderTextureCreate(".\\3DRas_res\\objects\\SkinMesh\\data\\Wand\\userTextureA_NM.dds");
      nmG = iShaderTextureCreate(".\\3DRad_res\\objects\\SkinMesh\\data\\Wand\\userTextureB_NM.dds");
      nmB1 = iShaderTextureCreate(".\\3DRad_res\\objects\\SkinMesh\\data\\Wand\\userTextureC_NM.dds");
    }

    iShaderTextureSet(OBJ_0, "userTextureA_NM", nmA);
    iShaderTextureSet(OBJ_0, "userTextureB_NM", nmB2);
    iShaderTextureSet(OBJ_0, "userTextureC_NM", nmC);
}


The project is in a subdirectory too, also: ....\3D Rad\3DRad_res\projects\Meine\project.3dr
Could it be, that i have to change the adress in the Code for this a little more?




MfG Martin

PS sry for my bad english ;)

You need 3 normaltextures

      nmR = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureA_NM.dds");
      nmG = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureB_NM.dds");
      nmB = iShaderTextureCreate(".\\3DRad_res\\fxTextures\\userTextureC_NM.dds");

Would be the corresponding normaltextures to userTextureA B and C, they must exist at the path specified in the script (and not in the skinmesh data folder)
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