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Author Topic: Addon : SystemShaders2_shx Preview/planning  (Read 9661 times)

« Reply #30 on: February 18, 2011, 01:48:56 AM »
Wow, missed this one!  Looks like an excellent program at an excellent price.  Maybe I too can get these things working now, heh.   ;D
« Reply #31 on: April 20, 2011, 02:01:45 PM »
Amazing shaders  :o :o
Shadmar, you are a  qualified creator of shaders. ;)
Currently using 3d rad v7.12(hw)
pc specs:Core 2 duo e8600 @3.33 Ghz, 6mb cache
windows 7 32-bit
nvidia geforce 9500 gt 1024mb
4 gb of ram
160 hdd
« Reply #32 on: April 20, 2011, 03:41:14 PM »
Lookin' good, Shad ;D
« Reply #33 on: April 28, 2011, 01:20:44 PM »
Shadmar:

Is there any way to get rid of the black spots in the vegetation shader? (see pic)

-I have tried setting the emisiveness and the light spots get way too bright.

I have also tried setting point lights and it works, but to light up all the trees is very difficult with just 4 point lights.
« Last Edit: April 28, 2011, 01:30:43 PM by Rush3Fan »
« Reply #34 on: April 28, 2011, 01:48:49 PM »
The problem is backfaces don't light up when you use an X tree. The shader shows backface textures, but light will be screwed up. Very noticable at low sun angle.
If ypu use a really black shadow or low ambient light backfaces will be then be very dark.

A workaround is to darken the texture in paint.net or similar and then set it emissive by script:

void Main()
{
   iShaderFloatSet(OBJ_0,"cEmissive",1);
}

Also tick No shadow on the tree.



« Reply #35 on: April 28, 2011, 02:18:01 PM »
Ahh, ok, I'm going to try that then.

Thanks! :)
« Reply #36 on: April 28, 2011, 03:09:11 PM »
Could the shader be modified to shade all sides equally, like the emisive shader? Even for your example, the lighter edges of the tree look like they are glowing.. :-\

It's the same for me..
« Reply #37 on: April 28, 2011, 03:22:22 PM »
This is what it should look like.. I just want the plain raw texture, and then I can make the lighting adjusments in a paint editor to match the scene correctly. But I really like how the vegetation shader fixes all the depth sorting.. :-\
« Reply #38 on: April 29, 2011, 01:23:59 PM »
Rush, try these, they are totally unresponisve to all light.
You can set emissive factors by script, default is 0.35 for these.

« Reply #39 on: April 29, 2011, 10:29:18 PM »
Great! ;D I'm going to try these out first thing tomorrow, even before playing portal 2 for the first time. :P :D

lol, but seriously,
This is really going to help,
Thank you so much!

« Reply #40 on: May 02, 2011, 02:28:43 PM »
Looking fabulous! :)

I'm going to be using this shader all the time now.

Akazi14

« Reply #41 on: May 02, 2011, 07:04:36 PM »
Shadmar:

I downloaded your shaders and i must say they are very amazing. I have one small problem: I added a normal map to a brick wall to make it better, and it works fine with the default bumpy shaders, but when i switch to ANY of YOUR bumpy shaders, it gives me a plain grey square that look very ugly.  :-\

See attached pics.

Thanks  :)
« Reply #42 on: May 03, 2011, 12:35:16 AM »
You are using RAD v6.49, it is supported, but only if you have the extra skinmesh patch.
Please upgrade to 6.50 or use the extra skinmesh patch on top of 6.49
« Last Edit: May 03, 2011, 12:37:59 AM by shadmar »

Akazi14

« Reply #43 on: May 03, 2011, 04:03:22 PM »
I already downloaded it before i got the shaders.  :(

Btw only some of the shaders work.
« Reply #44 on: May 04, 2011, 11:12:52 AM »
It says 6.49 in the pictures you posted above, that can't be 6.50, if I'm not mistaken  ???
Your gfxcard needs to spport shader model 2, which is Geforce 5 (fx) or equivalent.
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