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Post by fe2k10 on Feb 22, 2017 14:03:26 GMT
Hello people, First of all, sorry for my bad english kkkk. I am making an aircraft game: It's a simple game, i'm trying to do my best, but unfortunately the 3D Rad community is not what it was some years ago. Searching in Google and older forums i found these two names: Genetransfers and Shadmar, but it seems that they were never seen again. Resuming, there was a package called "shader_library_v2_7_1.zip" made by Genetransfers, and great stuff that Shadmar made using this shaders, like we can see in this video : May this package still exists in some place? Or maybe some of you have a copy of it? It would help me a lot and i would thank you guys forever . Or maybe someone knows how to make this kind of water effect, maybe a better lighting shader (as you see in the picture above, there's almost no lighting in terrain using 3dRad shaders, and shamar's shaders like 0016_user_tile make some textures turning black). Thanks a lot for the attention .
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Post by Power Supersport on Feb 22, 2017 14:54:04 GMT
That's what I was able to find... I think they're made by genetransfer... dl.dropboxusercontent.com/s/3z2sn73n4ggfngi/Shaders.rarAlso, shadmar's shaders can be modified via script... iShaderFloatSet (OBJ_X, "cEmissive", float) will increase the brightness of the shader and remove these black faces you see... There are some more shaders, like the terrain shader and ocean shader attached below... These are made by shadmar...
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Post by fe2k10 on Feb 22, 2017 20:20:21 GMT
Thank You very much Power Supersport, if I can finish this project, I'll place a special thanks to you in the credits. But i'm a newbie with this scripting stuff, even after reading and watching some videos, so i will explain what's happening. First, the OceanWaveShader.obs that you have posted, i created a script, linked it with the water plane skinmesh (OBJ_0) and camera (OBJ_22), loaded the OceanWaveShader.obs and then the whole sea became a single giant wave, so i started adjusting some values and it's starting to look like a normal sea. But it's completely blue (untextured), without reflections. I also saw in the script something about water_normal_map_A.dds, water_normal_map_B.dds, frensel.dds, rock1.dds and l3wat4_hm.png. What are those files? About the iShaderFloatSet (OBJ_X, "cEmissive", float) thing, i'm not sure how to use it, tried doing it a lot of ways, even reading some stuff about scripting and trying to made it, i know its an dumb question but, how to use it? I tried making a simple script like: void Main() { iShaderFloatSet (OBJ_X, "cEmissive", float) } But i'm pretty sure that it's not right kkkk, it needs to be linked with the skinmesh and camera? Thanks a lot, here's a pic of the project:
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Post by DedTed on Feb 23, 2017 11:14:19 GMT
The sea looked better in your first pic lol
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Post by NicusorN5 on Feb 23, 2017 11:56:19 GMT
Nah , I think the second scene is better .
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Post by fe2k10 on Feb 23, 2017 16:34:06 GMT
Thanks guys, im really trying to do something beautiful here . About the questions about scripting, any answers?
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Post by Power Supersport on Feb 23, 2017 17:42:54 GMT
Connect the skinmesh to this script...
void Main () { iShaderFloatSet (OBJ_0, "cEmissive", 0.2); } That float thingie is actually a decimal value... you can adjust that...
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Post by fe2k10 on Feb 23, 2017 18:24:16 GMT
Thank you very much Power Supersport, that's how it's looking right now: Is there a way to make some kind of blur effect at distance? Like i made in this photo using a image editor:
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Post by NicusorN5 on Feb 23, 2017 18:49:10 GMT
Fog Object? Not sure...
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Post by fe2k10 on Feb 23, 2017 19:51:10 GMT
Kind of blur instead of fog.
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Post by Power Supersport on Feb 24, 2017 11:17:07 GMT
It's kinda depth of field thing, but unfortunately there's no ready-to-use shader here that may help you... None of us fully know HLSL (please, correct me if I am wrong)... I suggest you leaving the blur behind for now, because it might also degrade the performance of your game...
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Post by fe2k10 on Feb 24, 2017 11:23:24 GMT
Ok, i will forget it for now, thanks buddy! Is there any anti-alising script or method?
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Post by Power Supersport on Feb 24, 2017 13:18:36 GMT
You're getting too crazy here... Shaders aren't my good side... If you're looking for shaders in our forum, you might find just these that we've pointed out... There's no command for anti-alias...
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Post by fe2k10 on Feb 24, 2017 13:40:50 GMT
I think it's a lot better now, thanks for the help Power Supersport! I just have not added trees yet because it makes the game very slow, but then I'll think of something to fill the lack of details on the ground, maybe 2d simple trees.
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Post by Power Supersport on Feb 24, 2017 14:57:17 GMT
2D simple trees is a terrible idea, mate... I suggest you use user vegetation shader for X-trees and you will have a decent satisfying result... (X-Trees are trees, made out of two vertical faces, crossing each other, textured with a side tree texture)...
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Post by fe2k10 on Feb 24, 2017 16:01:32 GMT
We're back to the shaders again! Would you mind if I ask how to do it? (I searched the forum before asking this time)
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Post by Power Supersport on Feb 24, 2017 16:14:08 GMT
Mate, it's in the shadmar's system shaders that you've already installed... Just select 0025_user_vegetation... Also, don't forget to increase it's emission with the script (iShaderFloatSet (OBJ_X, "cEmissive", float))...
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Post by DedTed on Feb 24, 2017 16:40:27 GMT
Huh, always wondered what was the use of the vegetation shader
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Post by fe2k10 on Feb 24, 2017 17:26:15 GMT
I know I'm asking a lot of things, but I thank you so much for your help, my friend. Let's make a test: Is that right? Because there is nothing different when i start the game: Im doing something wrong again right? Just one last question (i hope kkkk). Do you have or know how to do the Mike Hense's Cloud Generation script? Example:
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Post by fe2k10 on Feb 27, 2017 22:33:56 GMT
Anyone?
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