Search Result

  • RE: exclude characters from shaders

    Thank you. I tried to put in a shader light - but I am not able to make the light so that it only effects the smartphone-interface. In the first picture there is the scene in the cellar. (shaders active, small light from the back)The second picture shows it in the aisle. (no shaders active)When I put in a shader light, not only the character is effected, but also the room, even when i try to make a really sharp-edged light. 

    by constantin, 8 years ago

    6
    0
    constantin 8 years ago
  • RE: exclude characters from shaders

    Not to my knowledge, sorry. I believe characters fall under scene as they are part of the scene & you don't seem to be able to exclude scene, only: interfaces, text & cursors. Can't you add a shader light where the character on the phone is displayed or just disable the shaders while having the phone displayed?Would you share a screenshot, so I can see what you are doing please?

    by afrlme, 8 years ago

    6
    0
    afrlme 8 years ago
  • RE: Visionaire 5 released

    Great news for Android: I tried shaders and shader toolkit on Android and works very well for me. There was a little drop FPS but not important. I thinks is related to my cell phone with 2GB Ram.Thanks a lot Simon for this great update  :D

    by TinTin, 8 years ago

    139
    0
    TinTin 8 years ago
  • RE: Visionaire 5 released

    I have uploaded the update now, links are the same as the first post.Fixes:- Turn animations not reloaded on outfit change- Turn only if end angle is closer to the target- Some animations not played without a turn- Crash with srt subtitles- Standing animation is played if no talk animations are available- Character is not set to destination if skipping cutscene- bigger pic buffer size for the editor so bigger images can be loaded- treeview label edit not saving on focus lost- treeview expand not clickable- crash when clicking on plugin page- footstep sound not workingNew features:- Turn speed for 3D turn animations- shader address handling options:graphics.shaderAddressHandling(shaderId, "_t_texture", 0,0,0,0,0)first 0 is the type:0 - clamp to border color in the next 4 params: r,g,b,a 1 - clamp to edge2 - repeat

    by SimonS, 8 years ago

    139
    0
    SimonS 8 years ago
  • RE: 360 Degree Scene

    That was made in a 3D engine. Visionaire Studio is a 2D/2.5D game engine which means 2d backgrounds only with the possibility to import 3D characters/objects.Other people have asked about 3D panorama style graphics over the years for first person myst-like games. Apparently there is a 2D game engine which can achieve this, but I don't think it's possible with Visionaire Studio, at least not without some clever scripting/openGL shader programming, maybe...Sorry.

    by afrlme, 8 years ago

    3
    0
    afrlme 8 years ago
  • RE: Visionaire 5 released

    An old Error concerning the Shaders that was already solved in RC2 has returned in this Version, and it should be fixed: When tiling a Texture inside a Shader, there is now once again a white Line at the Texture Border.The Line only occurs if the Minification Filter (Verkleinerungsfilter) is set to "Linear Interpolation" -- there is no Line when setting that Filter to "Nearest Neighbor". But in the last Version, this was not an Issue. In RC2 the Line was gone, also with the Filter set to "Linear". (In Fact, that was my primary Reason to decide and switch to V5 in the first Place.)

    by caligarimarte, 8 years ago

    139
    0
    caligarimarte 8 years ago
  • RE: Visionaire 5 released

    Will the bug with not working shader exclude state 2 fixed at some point? Pretty please. Please explain. I'm not sure what you mean here.Think he's talking about this[code]'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.[/code]option for game.ShaderExclude.I believe he's referring to a script he wrote a while back that controlled the viewport camera & when moving it around the displayed texts went a little bit wonky or something.

    by afrlme, 8 years ago

    139
    0
    afrlme 8 years ago
  • RE: Visionaire 5 released

    Where can i find the installed action parts? I don't see them after installing. Is it also possible to write own plugins?All the way at the bottom or if you type their names on add.To write your own plugins, go to the folder plugins next to your ved that the engine creates if you install a plugin. There is all the code just copy one folder and edit the files.Will the bug with not working shader exclude state 2 fixed at some point? Pretty please. Please explain. I'm not sure what you mean here.

    by SimonS, 8 years ago

    139
    0
    SimonS 8 years ago
  • RE: Visionaire 5 released

    Nice work.Where can i find the installed action parts? I don't see them after installing. Is it also possible to write own plugins?Some bugs still there.Will the bug with not working shader exclude state 2 fixed at some point? Pretty please. 

    by ke4, 8 years ago

    139
    0
    ke4 8 years ago
  • RE: Heat Haze Shader

    looks great. Its still some kind of magic to me how shaders work. Thanks. In Case a short Explanation of that Magic is implicitly being requested here, I would rather compare it to an Effects Pedal that you plug between your E-Guitar and your Amplifier -- it picks up the basic Signal that your Machine has already processed but will modify it before it reaches the Output. Here, the Shader takes Information from every single Pixel (i.e. Fragment, thusly also called "Fragment-Shader") of the rendered Texture either the entire Screen or just an Object in the Scene, and will modify each single Pixel according to certain Values set in the Shader, before the Texture will then continue to be sent to the Display-Output. (Not the most professional Description, but still.)In the two Shaders I have offered here, the given Cloud-Texture modifies each Pixel of the Screen or just Part of it, but not by changing the Color-Values of the Texture, but primarily by modifying the Texture-Coordinates, distorting the Texture-Coordinates depending on the Brightness of certain Spots of the the Cloud-Texture as it is being projected onto the Texture (and in Case of the Reflection-Shader there is also a simple Inversion (and Offsetting) of the Texture-Coordinates taking Place).If the Effect should look a Bit different, you can just change the Distortion-Texture (and also get some interesting Effects by trying certain Shapes and Contrasts) -- such Distortions can also be generated in Realtime with Sinewave-Function and the like, but producing even just a very simple Cloud-Effect in Realtime with very little Detail can take a Lot of Processing-Power, so you are better off just using a Texture (if your Engine allows it, as is the Case with Visionaire5).Also keep in Mind that with more (and more complex) Operations inside of a Shader or even just with the Size of a Texture to be modified (think Screen-Resolution), the Amount of Operations to be done on the Amount of Pixels can, as it gets bigger, possibly have a negative Input on your Game's Performance. However, so far I have had far less Performance-Issues with Screen-Shaders in Visionaire than in any of the 3D-Engines I have coded Shaders in (i.e. BGE and Unity), so I wouldn't worry about Performance when implementing Shaders.

    by caligarimarte, 8 years ago

    10
    0
    caligarimarte 8 years ago