Search Result

  • RE: Fade to Black function

    This is way too complcated, as I need this at many places.I believe we have to create a new actionpart for this. A simple "Fade to" actionpart including a delay - and maybe with the possibility to choose a color. This way you could easily fade to a specific color, without using scripts, shaders, masks or upscaled images. Fine if you want an action part for that, then I want a new option for selecting a mouse cursor to display during cutscene, cursor hide/show events & display texts, etc. I hate that the mouse cursor disappears. Would prefer to show a loading cursor icon or a semi-transparent version of my default cursor.Why is it too complicated?shaderLightness() function is very easy to use as would setting up an interface with a black background the size of your default game resolution that you could fade in/out as needed.P.S: there is a shader function for tinting the screen a certain color too, but I don't know if you can tint solid colors or just semi-transparent tint. It's not something I've used, but Simon would know.

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • RE: Fade to Black function

    You could use the shader also & adjust shaderLightness value.[code]shaderLightness(-1, 1500)[/code]I'm not sure if it will affect particles though & as for using an image. It would be fine. You can create the image at say 25% or 10% or something & scale it up with Lua script. In combination with webp format the image would be tiny in both file-size & VRAM usage I think.[code]local obj = game.CurrentScene.SceneObjects["black"]obj.ObjectScale = 4 -- scale up 4x (if default size was 25% of scene width/height)obj:to(1500, {ObjectVisibility = 100})[/code]

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • RE: Custom shader

    I have no clue, how these new shaders can be incorporated, so tryed the way i understand it must work, after reading into shader toolkit source. It's no hurry, i'll wait for SimonS comments, as i can see, he's getting now a lot of questions and bugs to hunt.Accessing it this way doesn't work:shader_effects["test"]= {shader=Shaders.rc_zero_shader}Aye, I'm surprised he's not drowning underneath the amount of questions & bug reports we all keep posting. :P

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • RE: Custom shader

    I have no clue, how these new shaders can be incorporated, so tried the way i understand it must work, after reading into shader toolkit source. It's no hurry, i'll wait for SimonS comments, as i can see, he's getting now a lot of questions and bugs to hunt.Accessing it this way doesn't work:shader_effects.test = { shader = Shaders.rc_zero_shader }

    by stroncis, 8 years ago

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    stroncis 8 years ago
  • Custom shader

    Hi,i'm trying to add custom shader, but to no avail. I tried concatenate with basic_fsh from shader toolkit, then tried to add full fragment shader (with declarations, not just main() method), all attempts fruitless.This must work, as i understand, because adding directly to shader_effects object, but it doesn't:shader_effects.solid = {shader = basic_fsh..[[  void main() {     gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0);  }]]}But this works:shader_effects.test = {shader = "sht_ascii.bin"}Though it's shader from shader toolkit and it would surprise me, if it didn't work. As i have no access to these *.bin files (which are compiled with the game and i haven't figured how this works exactly), can't compare their content with my code and figure it by myself.(RC0, free, latest shader toolkit from http://rollaprint.de/vs/shaderscript9.lua)Where's the catch? Thank YouP.S.: If you copy/paste block of code, visionaire adds trailing spaces at end of each line, which accumulates with each new copy/paste.P.P.S.: If you will delete or comment out line with gl_FragColor in shader editor - Visionaire will crash. It can be avoided by first adding one more gl_FragColor and then commenting or deleting another.

    by stroncis, 8 years ago

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    stroncis 8 years ago
  • RE: Flashlight not working in VS 5RC

    @Lee: no that's just wrong. The quotations are there because it's calling this every frame.I found the error there is a space in line 225 that should be removed. There are also some other things to fix in the script. You can fix the space yourself for now. I will publish the updated script with the documentation.If you say so mate. I'm not savvy with the shader stuff. ;)

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • RE: Flashlight not working in VS 5RC

    Don't know mate. Just try replacing the shader toolkit script & see if it works - I have terrible short term memory, so don't remember any specifics about the thread/post about the bindings. Sorry.Pffff. It doesn't work :/. Any way to find it?

    by nikos papa, 8 years ago

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    nikos papa 8 years ago
  • RE: Flashlight not working in VS 5RC

    Don't know mate. Just try replacing the shader toolkit script & see if it works - I have terrible short term memory, so don't remember any specifics about the thread/post about the bindings. Sorry.

    by afrlme, 8 years ago

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    afrlme 8 years ago
  • RE: Flashlight not working in VS 5RC

    You probably need to replace the shader toolkit script. http://rollaprint.de/vs/shaderscript9.luaAlso I vaguely recall Simon mentioning that the way lights/bindings work has changed...Ok thank you. But how the light/binding has changed?

    by nikos papa, 8 years ago

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    nikos papa 8 years ago
  • RE: Flashlight not working in VS 5RC

    You probably need to replace the shader toolkit script. http://rollaprint.de/vs/shaderscript9.luaAlso I vaguely recall Simon mentioning that the way lights/bindings work has changed...

    by afrlme, 8 years ago

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    afrlme 8 years ago