Search Result

  • 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, 9 years ago

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    afrlme 9 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, 9 years ago

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    afrlme 9 years ago
  • RE: Those damn shaders!

    You could try going back in the history for the wiki page. Here you go: https://wiki.visionaire-tracker.net/index.php?title=Shader_(CMS)&oldid=48200.9 seems to be the current version of the shader toolkit script, so 0.8.9 should be valid for 4.2.By the way, is there any reason why you haven't upgraded to Visionaire Studio 4.2.5?

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: Those damn shaders!

    I'm using the 4.2. Where can I find a working shader script for that version? I think this might be source for my worries.About those action parts, I've tried all the possible zoom related functions in all the possible places, but with zero luck. Is it possible, that this is an Open GL related issue, since I'm using a Mac?

    by korpse, 9 years ago

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    korpse 9 years ago
  • RE: Those damn shaders!

    You are using VS 4.2 or 4.2.5? The shader toolkit script in the wiki is for 4.2.5. Simon updated it for the latest version, so some of the functions may no longer work correctly in older versions of Visionaire Studio.Execute a script action part is fine, as would adding an execute a script action part with shader zoom or followcharacter shader function inside of an action area via the way system tab.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • Those damn shaders!

    Okay, now I'm ready to ask some help, as I've tried to get the shaders - specifically the zoom functions - to work, with no damn luck. I've copied the definition script from wiki multiple times, just to make sure I didn't screw anything up. I finally got the effects from the shader demo toolkit to work with my project, but the zooming doesn't work.So, this might be a pretty dumb question, but could someone please explain me - a n00b, how do you get the friggin' effect to work. I'm running Visionaire 4.2 on Macbook Air (is this an issue?). As I understand, I should be able to use the zoom for example in action areas to zoom the scene in just a little when player is around exit. Am I able to do this by adding the script to Action Area using the 'execute script' action part, or do I need to do something fancier?I've tried to run shaderZoom function in console, but I get an error message saying "invalid syntax for command startTween". Could this possibly be an issue relating to Open GL? I haven't tried my luck on Windows computer, but if you guys can't help me out, that's probably my next move..I'm going to stop pulling hair from my head and get a cup of coffee...

    by korpse, 9 years ago

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    korpse 9 years ago
  • RE: [SOLVED] Value to Shader Uniform

    I worked it out for you:[code]shader_effects["daynight"] = {shader=basic_fsh..[[const float pi = 3.1415926535897932384626433832795;uniform float daytime;void main(){float x = daytime;float R = (0.75+sin((x-3.0)*0.5*pi + cos((x-3.0)*0.5*pi))*0.25);float G = (0.75+0.125+cos(x*0.5*pi)*0.125);float B = (0.75+0.125+cos(x*1.0*pi)*0.125);vec3 col = vec3(R,G,B);gl_FragColor = vec4(texture2D(iChannel0, texcoord.xy).rgb*col, 1.0);}]]}shaderAddEffect("daynight")bind("daynight", "daytime", field("Values.daytime.Int"))[/code]Last line will check every frame for the value, if you write that only once you can do:[code]shader_effects["daynight"].num.daytime = Values.daytime.Int[/code]

    by SimonS, 9 years ago

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    SimonS 9 years ago
  • RE: [SOLVED] Value to Shader Uniform

    I think Simon is about the only one that has a clue about the shader stuff. It's way beyond me as I'm not very savvy in any of the C languages.Bind is a function though, so you can put it anywhere you like. There's probably some examples of bind function floating about on the forum, but as to whether you can find them (search engine is pap) is another question entirely.

    by afrlme, 9 years ago

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    afrlme 9 years ago
  • RE: [SOLVED] Value to Shader Uniform

    Where do I put the "bind(...)" Function? Right after "shaderAddEffect("daynight")"? Or in the repeating Action which updates the "Daytime"-Value every now and then? I tried it in both Places, and saw no Effect. In the repeating "updateDaytime" Action I also tried Variations of the num-Line:[i]shader_effects["daynight"].num.uniform.Daylight = Values.Daytime.Int * 3.33[/i]... but I did not notice any Effect, and probably got the Line wrong anyway. I don't know what exactly should come after the "num".So, to make my Script more efficient, I basically should put the R, G, and B Floats in the Main Function? (Okay, I did that.) Also the "x" Float? Also the Uniform?? (Which I would not assume, but at this Point I am just confused anyway.)Sorry for being such a n00b with handling those Shaders in Visionaire -- the currently massive Lack of Documentation and Examples to learn from (except from the Contents of the Shader Toolkit itself) make it a little hard for me to get into it. :/

    by caligarimarte, 9 years ago

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    caligarimarte 9 years ago
  • RE: [SOLVED] Value to Shader Uniform

    Since you're using the functions of the shader toolkit, it counts.How do you want to change the values ? Depending on that you need to call it every frame or only once, after the shader is compiled (happens in shaderAddEffect). If it's done repeatedly you can also use bind(). bind("daynight", "uniform", field("Values.Daylight.Int"))Once the shader is compiled information about that is saved in the num object of the shader_effects. So with shader_effects["daynight" ].num you can set uniforms without using the shaderUniform function (happens internally). It must be an uniform, that are the only variables that are exposed.Yes, it's Values.Daylight.Int .Also note that the shader is written a bit inconvinient. You should always put every calculation in a function and only constants outside the main function, so it's better to be understood and with the new version of the engine cross-compiled for DX.

    by SimonS, 9 years ago

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    SimonS 9 years ago