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Author Topic: Ed's Resources  (Read 4808 times)

Ed

« Reply #15 on: April 30, 2011, 06:27:19 PM »
Thanks, Mike!

By all means take the bits and pieces you find useful. That's the real purpose of my
posting these projects :)
« Reply #16 on: May 20, 2013, 06:54:05 PM »
Whoever did the buggy race, it messed my 3d rad up and i had to uninstall it and re install it...
« Reply #17 on: May 21, 2013, 12:04:24 PM »
Chances are you installed the dill files too and the compiled project. Just include the models sounds and stuff in the folders.
« Reply #18 on: May 22, 2013, 09:03:06 AM »
Plus, the topic is over 2 years old...

Ed

« Reply #19 on: May 30, 2014, 05:20:33 PM »
Here's a little package for anyone wanting to try their hand at pre-compiling a Script shader.

Includes a simple step-by-step how-to guide. The instructions are fairly simple but please read
them carefully!

If anyone has any further questions about the Shader Kit i'll try to answer when time permits.

Ed

« Reply #20 on: May 30, 2014, 07:04:44 PM »
Btw,

Does anyone know why the System shaders come in two different sets, i.e.,

  0008_pp_bumpy_glossy_low.fxo

and,

  0008e_pp_bumpy_glossy_low.fxo

Notice that one of the sets has an 'e' after the number's prefix. What does it mean?

Also, why do these sets come in multiples, like:

0008_pp_bumpy_glossy_low.fxo
0008_pp_bumpy_glossy_low_fog.fxo
0008_pp_bumpy_glossy_low_fog_pointlight01
0008_pp_bumpy_glossy_low_fog_pointlight02.fxo
0008_pp_bumpy_glossy_low_pointlight01.fxo
0008_pp_bumpy_glossy_low_pointlight02.fxo

...and so on?

I would think that fog and PointLight support can be included in a single shader.

Any answers would be appreciated. Tnx.


Edit:
I think i may have answered one of my questions (the first one, at least partly).
I pre-compiled GeneTransfer's Soft Shadow shader with the name '0124_Shader_NormalMap_PL_SS_Ind_UV.fxo',
tested it, but, the shader settings wouldn't quite 'take'. The settings had to be reset everytime i restarted the
project.
I then made a copy of the shader, renamed it '0124e_Shader_NormalMap_PL_SS_Ind_UV.fxo'  -- notice the added 'e',
put it in the System's Shader folder alongside the original and now the shader works fine.
Still don't know why adding 'e' to the filename fixed this.
 
Download GeneTranfer's Soft-Shadow shader pre-compiled.
« Last Edit: June 05, 2014, 09:39:34 PM by Ed »

Ed

« Reply #21 on: June 13, 2014, 11:57:31 AM »
Here is a 'fixed' version of the Soft-Shadow shader. The shadowing now falls correctly
on the Andro model.

What i've done is added the shader as an uncompiled .fx file. Although it's not
compiled you can still select it from the list of system shaders as you would any
compiled shader.

I think the only benefits to this method is the convenience of selecting a shader from
the system shader list (but you still need to add a script shader from within 3dRad
to access the shader's attributes) and working with a less cluttered shader script from
within 3dRad.

You can also edit the .fx file with notepad while testing your shader. Just make sure to refresh
any SkinMesh (select the SkinMesh and press 'R') using the shader.



Edit:
The shadow quality took kind of a nosedive in this version of the Soft-Shadow shader, so here's
a quick fix:

first you might want to thin the fog out a little. Change this line:

   int    fogStart = -100, fogEnd = 1200;

to,

  int    fogStart = -10, fogEnd = 2000;

And change these lines in the 'FUNCTION - INIT SHADER OBJECTS' section from:

   cShadowDensity[0] = 0.200f;
   cShadowDensity[1] = 0.175f;
   cShadowDensity[2] = 0.175f;

...or whatever they were set at, to,

   cShadowDensity[0] = 0.105f;
   cShadowDensity[1] = 0.105f;
   cShadowDensity[2] = 0.195f;

Shadow quality should improve noticeably.
« Last Edit: June 14, 2014, 01:57:35 PM by Ed »
« Reply #22 on: June 13, 2014, 01:12:09 PM »
doing a project on version 6.50. I think it will not work. or am I wrong?

Ed

« Reply #23 on: June 14, 2014, 11:50:24 AM »
@KO3bMA,

Unfortunately it doesn't seem to work with 6.50.
Probably because 6.50 is missing some critical shader instructions.

Why not install the latest version (7.22) of 3Drad? You can have both versions
installed on the same machine. Just name the 7.22 installation something like
3D Rad_722.

BTW, for 3Drad never include an '.' symbol in a folder name, i.e., 3D Rad_7.20!

« Reply #24 on: June 14, 2014, 12:34:08 PM »
Ed., I know why Ko3ima uses 6.50 - - an ODE-physics.Ok, I explain:
in 3d rad 6.50 shock absorbers work that real
« Reply #25 on: June 15, 2014, 05:13:15 AM »
In 6.50 many shaders work normally, but with shadows I did not work =(. Try to combine folders 6.50 and 7.22, what happens ....

Ed

« Reply #26 on: June 16, 2014, 10:28:03 AM »
Yeah, i thought it was because of the ODE physics.
I prefer ODE for certain reasons. ODE physics are solid. nvidia physics are good but kind of mushy.

I don't remember what the shader capabilities were for 6.50 but early shader functions were
limited. I believe GeneTransfer's Soft-Shadow shader uses the more up-to-date shader
functions.

"Try to combine folders 6.50 and 7.22, what happens ...."

I'm not sure what you mean but do not mix DLL files from different versions of Rad.
It might work for a while but eventually 3dRad will become unstable.

Ed

« Reply #27 on: June 25, 2014, 07:11:35 PM »
Here's a small shader pack.

Nothing original or particularly usefull. This was mostly done as a learning experience.
Most shaders also include the original source for comparisons sake. This should make it
easier to understand how a 3dRad specific shaders are structured.


Credit for original shader code and code snippets:
GeneTransfer
Shadmar
nVidia
and various other sources around the internet.
I've also appended credits, where possible, to the shaders themselves.
« Reply #28 on: June 25, 2014, 09:08:29 PM »
good work Ed...

very generous of you to take the time to help K out...

+1

--Mike

Ed

« Reply #29 on: June 25, 2014, 09:28:19 PM »
you're welcome, mike.

I hope you guy's can find some use for these.
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