Search Result

  • aply Shaderexclude to objects.

    Hi guys, I want use shader effect for example "ripple1" in all escene but no in some objects. Can I exclude some objects from the scene??... Or Can I aply shader effects only to the background image ?. thanks in advance ;).

    by yoyan, 10 years ago

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    yoyan 10 years ago
  • RE: SHADERLAMP

    i only put this code at the begining of the scene:shaderActivateLighting(1)shaderLamp(0, 0,{1000,900,1}, {900,0,0}, {0.001,0.000001,0},{0.0003,0,0.001},{1,1,1},0.5,30, 0).I want simulate a for example a street light. But if i move and scroll and shader lamp Move..It is meaningless. Thanks.

    by yoyan, 10 years ago

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    yoyan 10 years ago
  • RE: SHADERLAMP

    If you activate lighting then it requires you to create lights with the shader, otherwise the scene will be in darkness. When you create lights (spot or point lights) it will light up the areas that the lights are attached to based on the parameters you use.I'm still not very savvy with the lighting, so I'll just let Simon answer this thread, if he sees it.P.S: could you please post the code you used for the lighting.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    It could be that the shader toolkit script included in his project file is no longer valid. Try replacing it with the one on the [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]wiki[/url].I created this little function. It only allows you to specify one shader object effect at a time though.[code]function setObjectEffect(eff) shaderAddEffect(eff) shaderRemoveEffect(eff) shader_effects[eff].num.strength=1 bind(eff, "time", field("shader_iTime")) shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1)end[/code]example of setting effect...[code]setObjectEffect("ripple3")[/code]example of applying effect to an object...[code]game.CurrentScene.SceneObjects["object_name"].ShaderSet = 1[/code]example of removing effect from object...[code]game.CurrentScene.SceneObjects["object_name"].ShaderSet = 0[/code]

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    Hi, I tried to use the shader effect just for object according to the Unreal's demo, but it's not working in my project. I don't understand to those scripts in the demo.Please, what is the most basic way/syntax to apply the effect on object?

    by ke4, 10 years ago

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    ke4 10 years ago
  • RE: Cool image effects with easing functions

    The shader stuff would be best showcased by SimonS as he wrote the openGL shader into the engine source code as well as the shader toolkit script.I have actually already created a few examples of various shader functions (ved & resources) which were linked in the resource section of some of the shader toolkit function pages on the script index page in the wiki.I'm really swamped at the minute & creating .ved examples, no matter how quick & dirty still take quite a while to organize & sort out. Usually about an hour or sometimes more, which is quite a lot of time considering that's on top of the time it takes to write a single wiki article, spell check & go over it multiple times to make sure it's written ok & all in order. Minimum time I spend on a wiki page is about 20 minutes, but most of the time it will be a lot longer, as I tend to spend a lot of time trying to think how to phrase things in a way that will make sense to as many people as possible.P.S: the problem with the wiki is that I've mostly covered Lua related stuff as opposed to editor related content. I think more people would appreciate the basics (such as editor & small tutorials) instead of the advanced stuff like Lua functions, openAL sound functions or openGL shader stuff.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Cool image effects with easing functions

    Of course. Actually you could use the openGL viewport camera with the [url=http://wiki.visionaire-tracker.net/wiki/ShaderFollowCharacter_(CMS)]follow character[/url] shader toolkit function if you wanted to.By default the easing can't be set for the function, but it wouldn't be complicated to update it so that easing can be specified. It's as simple as adding a new input variable to the function & then removing the current easing & replacing it with the variable name.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Object rotation

    Yes you can easing for a lot of situations. You might want to move an object or animation to a new position in a scene & with easing you could have it gradually speed up or slow down or both. Or you could add bounce or elastic easing to an interface to have it bounce up & down when it slides out. There's loads of possibilities.P.S: Simon linked that easing webpage via the wiki I think. As for adventure fans... I don't actually post there. I think Thomas directly tied vs database into the adventure fans forum, so it does have its own unique content, but it also automatically takes threads from certain sections of the VS forum.P.P.S: there is probably more potential with VS than most people realize, which is one of the main reasons I tend to prefer approaching things with Lua script as it gives me access to features not yet implemented as action parts inside of the editor as well as access to openGL shader & the ability to write my own custom functions. With that in mind it's possible to create other game genres that VS was not meant for.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: 4.2 Mac - getWindowBrightness() don't work

    Well, the brightness command is directly from SDL developed by valve. This command uses different brightness functions from the backend, not depending on the Hardware, it depends on the os, and on linux on the graphics backend (wayland, etc).With Visionaire you have 2 options.- setWindowBrightness and brightness in the ini file works on Mac, Windows, iOS, Andoid supported by SDL.Linux: it depends of the Backend, X11, Wayland, Mir Not supported @ your Linux? Then use the libSDL 2 from the maintainer in most cases, the maintainer (like Conconial) has patches. Yes, you can make an jump to an other libSDL @ linux. Mir (Ubuntu > 12.04) has an brightness bug in the X11 fallback, so it gives patches for this. The function exists and an error comes back. It's not an issue by us or SDL. You must compile your own X11 and SDL (but that's Linux and normal).- If you do not want use this you can make the same with an shader.

    by BigStans, 10 years ago

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    BigStans 10 years ago
  • RE: Zoom-In für Optionen - Hintergrund

    No problem. :)I've updated the shader toolkit page to add note about vs 4.1+ being needed to use the script.

    by afrlme, 10 years ago

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    afrlme 10 years ago