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  • 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, 9 years ago

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    afrlme 9 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, 9 years ago

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    stroncis 9 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, 9 years ago

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    stroncis 9 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, 9 years ago

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    afrlme 9 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, 9 years ago

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    nikos papa 9 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, 9 years ago

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    afrlme 9 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, 9 years ago

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    nikos papa 9 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, 9 years ago

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    afrlme 9 years ago
  • RE: Best way to show CLOSE UPs

    Are you talking about close-ups done via another scene or an overlaid image/interface over the current scene? or maybe a zoomed in section of the scene via the openGL shader zoom function thing?If you are changing to a scene with a close-up first person view then just use show scene/menu action part & narration text as you can add audio to that & position it too.Even if your character isn't on the same scene, you should still be able to access the inventory & use drop (immediate) or command + item (immediate) actions.If your character really needs to be on the scene, then you could create an outfit for them with a tiny transparent image to add to each of the character animations. You could also force the display text with the Lua textPosition hook function. Could set a condition to true on changing to scene of a close-up to tell the hook function that it's now supposed to force text position & then change condition on scene end.Lots of ways you could go about sorting it out. ;)

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Visionaire 5 RC0 released!

    Emulating in low resolution on Retina.  Thanks anthonyirwin82!  Also a quick reminder to all to update the Shader Toolkit for VS 5.  Here is the link SimonS provided in another post- The new shaderscript is here: http://rollaprint.de/vs/shaderscript9.luaDo I need to update?  There was an update option the first I opened.  I don't know what triggered that.  I saw it again- and was able to select it, but the update app canceled- I think due to the orignal install disk image not being mounted?  I will try a fresh install and see if that cues the update.  Thanks!

    by joemid, 9 years ago

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    joemid 9 years ago