Login / Registrieren
DE EN FR ES IT CZ

Search Result

  • RE: Can I do 'old movie noise' with the particle system?

    1. add the game.ShaderExclude line to the top of the shader toolkit script.2 & 3. Only use 1 of these functions, not both of them.In regards to the script section... when you create a new script it's set as definition type automatically, so you don't need to mess about with the checkbox in the properties tab.Can you post screenshots of what you have done please?

    by afrlme, 10 years ago

    11
    0
    afrlme 10 years ago
  • RE: Can I do 'old movie noise' with the particle system?

    Now I created a script under "Scripts", called it "Shader", checked it as a definition script, and pasted the shader Main Script into that script.I then made an execute script action for the beginning of a scene, and pastedgame.ShaderExclude = eShaderExcludeInterfaces -- exclude fonts, cursor and interfacesshaderNoise(1, -0.1, 0) -- activate noise in 0ms with a soft black grainshaderAddEffect("tv1")into that.However, nothing happens when I run the scene... What have I done wrong?

    by tor.brandt, 10 years ago

    11
    0
    tor.brandt 10 years ago
  • RE: Can I do 'old movie noise' with the particle system?

    Thanks for the replies!Nice, I wasn't aware of the Shader toolkit at all.I think I'll try and go with that - seems like the easiest way to go :)Thanks!

    by tor.brandt, 10 years ago

    11
    0
    tor.brandt 10 years ago
  • RE: Can I do 'old movie noise' with the particle system?

    Actually you can use the openGL shader for that. There's already a premade old movie effect.If you haven't already included the shader toolkit in your project then you need to create a new script in the script section of the editor & copy/paste the script from this [url=https://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]page[/url] into it.Quick note: the shader screen fx presets affect the entire screen including interfaces & mouse cursors, so if you want to exclude them from the effect you need to add a line of code to the top of the shader toolkit script.[code]game.ShaderExclude = eShaderExcludeInterfaces -- exclude fonts, cursor and interfaces[/code]... that will exclude cursors, fonts & the mouse cursor from the screen fx. Alternatively you can use...[code]game.ShaderExclude = eShaderExcludeTextsAndCursor -- exclude fonts and cursor[/code]or...[code]game.ShaderExclude = eShaderExcludeCursor -- exclude cursor[/code]Moving on... for the noise effect you can use 2 different options. Either way you will need to add the required line of code into a [b]execute a script[/b] action part.1. shader noise[code]shaderNoise(1, -0.1, 0) -- activate noise in 0ms with a soft black grain[/code]2. old movie effect[code]shaderAddEffect("tv1")[/code]For more information on the shader check out the shader sections available on the [url=https://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit]script index[/url] page of the wiki.Quick note: I've not gotten round to documenting all the shader effects yet, but you can probably get the gist of how they work from the ones I have finished documenting.

    by afrlme, 10 years ago

    11
    0
    afrlme 10 years ago
  • RE: Moving water

    Hopefully Simon will be implementing some pre-made action parts for some of the shader stuff with tweakable parameters (like in construct 2 game engine) into the next update or a future update, as it would be a lot more user friendly for non-scripters & scripters alike.

    by afrlme, 10 years ago

    6
    0
    afrlme 10 years ago
  • RE: Moving water

    Check out the shader fx object template made by Unreal here: http://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/It should show you how to apply shader effects to objects. It's also possible to write custom effects & shader scripts, but it requires a decent understanding of C / GLSL, which is beyond me as I've not got the patience to spend 4+ years learning the basics.

    by afrlme, 10 years ago

    6
    0
    afrlme 10 years ago
  • Moving water

    I have a scene taking place around kinda big lake. Despite spicing it with quite dense cover of lilly pads, cattails and alike, there is still quite lot of water showing. Motionless. Boring as hell. I've tried to create a few frames looping animation, but effects were less than satisfying.I've recently lay my hands on shader toolkit. Since I'm a true humanist I didn't even bother with digging the matrix-kinda-thingies and stick to premade effects. I've got myself satisfying noise filter, blur at scene fade in/fadeout and so on. Now - warp seems to be a thing I've been looking for in my quest for water.The only problem is - can a shader filter (one of included presets) be applied to a scene object (water layer) only? If not - I saw examples of fantastic water build with visionaire shaders on youtube. Would there be a kindly spirit with a grasp on them shaders wiling to share a ved file with a sample "watery" scene?

    by Mateusz, 10 years ago

    6
    0
    Mateusz 10 years ago
  • RE: Activate pixel effect with code?

    i used it on mine, but predefined by the project itself (pixel game). But i never switched it ingamr, so i dont know if it affects anything... You could use a pixel shader maybe to simulate this...

    by sebastian, 10 years ago

    12
    0
    sebastian 10 years ago
  • RE: Activate pixel effect with code?

    They are only for characters. They won't render the entire scene in a pixel effect. Hmm, you might be able to use the openGL shader to add a light mosaic or pixelate effect to the scene though... [b]Simon!?[/b] (not you! I'm on about the wizard)

    by afrlme, 10 years ago

    12
    0
    afrlme 10 years ago
  • RE: Work_ with team

    Yes, there's a team project / save export option thing, but I recommend only one person at any given time working on the actual project file.For me the simplest option is to use something like dropbox or google drive & work on your project in a folder you are sharing to one of those services, then when you are done, you let the next person know & they have immediate access to download / sync over your most recent changes & carry on with whatever they need to do.Ideally you should really only have 1-2 developers working on the development side of of your game otherwise things can quickly become unorganized & inconsistent as most people have their own methods & ideas on how to achieve things & with Visionaire Studio, there's often multiple solutions to achieving the same goal.Scripting if you are planning on extending your project through Lua script &/or with the openGL shader is best done initially in a third party text editor such as Sublime Text, Github Atom or Notepad++ (I personally recommend sublime text. Atom is almost as good as Sublime & as a bonus it's 100% free unlike Sublime). You can then load external scripts into VS with a small loadfile function or better yet, just copy/paste your finished scripts directly into the editor itself.As for graphics, videos, music & sound, it's best if you let the people sorting out that side of things do so in whatever applications they use to create them & then you have whoever is sorting out the development side of things (editor stuff) imports & implements them into your ved project file rather than allowing more people than necessary to mess about with your project file. There's an old saying, which goes something along the lines of this... "Too many cooks spoil the broth!".P.S: sorry for the epically large response. I did actually intend to keep it short, but I tend to ramble on a bit sometimes.

    by afrlme, 10 years ago

    5
    0
    afrlme 10 years ago