Search Result

  • RE: Shader Effect

    You can already do that with lightmaps or the CharacterTint data structure table which allows you to tint the character. Or do you mean in a more dynamic way where character lighting is affected based on characters position from a light source?The latter would probably be done via normal maps/depth maps which we currently don't support.I suppose you could use the shader spotlight effect to place multiple light sources around a room which will render the rest of the scene darker in places that the light does not extend which would also affect your character as he passes through light & darkness.I've not tried doing anything like that yet, but I assume it would probably look ok.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • Shader Effect

    Hi,Can i use the shader effect only for the character?e.g. when is dark outside, change the lightness of the character.Thanks

    by ke4, 11 years ago

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    ke4 11 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    A'llo all,Well... I'm pretty happy with this .ved example of [url=http://wiki.visionaire-tracker.net/wiki/ShaderGlow_(CMS)]shaderGlow[/url]. Instructions are in the included readme.txt file. Don't forget to check out the [url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_Functions]shader function[/url] examples on the wiki [url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio]script index[/url] page. I've included a working .ved example in most of the pages I've created so far; apart from one or two like shaderAddEffect because there are loads of effects to show but I've a fun idea for showcasing that one.Also quick note: the [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]shader toolkit[/url] script has been uploaded the day, so please make sure you are using the correct one as shaderNoise has been fixed by SimonS & I modified the shaderGlow function so that you can now transition between glow/radius values over x amount of milliseconds.Regards,Lee.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Character head angles towards cursor?

    hmm not sure it could be done exactly as you have it in that game but you could check add the head as a scene object & use a bit of math to position & scale it. Since VS 4.1 you can now rotate & scale objects & I already wrote a script that can get the angle between 2 points which you could use to control the rotation. You would need 2 objects for the face facing one way & another for the other direction, or 1 object & 2 animations.I believe it is possible to a degree. By the way, your game looks pretty whacky.Question: will the character scale up & down or will the scale be fixed? The reason I'm asking is because if the character scales then it will require additional math to determine the position the head should be. Also quick note: positioning of animations, objects & images is done with the top-left pixel in Visionaire Studio but character position is based on the animation/character center you add to each of the character animations.P.S: I noted the headlamp was a petzl. mine is a bit worse for wear. feckin' rubber button came off & now it's hard to turn on/off.P.P.S: just finished the demo. Was pretty funny in a morbid sort of way. Graphics were very strange & surreal. By the way you can now achieve various lighting effects with Visionaire Studio 4.1 such as spotlights & flashlight, saturation & much more since Simon added openGL 2.0 shader support.http://wiki.visionaire-tracker.net/wiki/AlignChar_(CMS) & http://wiki.visionaire-tracker.net/wiki/AlignObj_(CMS) - alignment scripts I was talking about.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Shader Toolkit and Load/Save

    It's the current shader toolkit script Chris. It's returning loads of errors for me too.tv1 desaturates screen & adds 1 pass of noise/old movie fxtv2 makes screen somewhat darktv3 & tv4 1 pass then stays that wayetc...shaderGlow seems to work but kept returning a warning/error.Not tried the rest yet.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Shader Toolkit and Load/Save

    OK - New problems. :DThe 'white out' is fixed, and I already have the systems in place to reapply the shader effects....BUT! None of the shaders are animated. They apply, but don't have any sort of motion/update. For example, if I apply the lighting it just makes the screen black, or when I apply the ripple effect it warps the screen just once, with the normal games motion happening 'underneath' the effect.shaderAddEffect("tv1") just makes the screen grey scale (no noise or static) etc.

    by Pyke, 11 years ago

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    Pyke 11 years ago
  • RE: Loading clouseup shots in a scene when an area clicked...(what is the best way?)

    Yeah my thoughts were to make background & objects at double the intended resolution & then zoom out by 100% for default view size & then zoom back in to default size when you want to zoom in.Actually the shader zooms quite well up to a certain degree without compromising the quality of the images. Test it on a scene with a zoom value between 1 & 2 & see what you think.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Loading clouseup shots in a scene when an area clicked...(what is the best way?)

    Lee is right, the best way of doing it is to make a separate scene. At least when the closeup shot is seen in fullscreen. Otherwise I would just blend it in.Wouldn't the shader zoom pixelate the image?

    by SDMono, 11 years ago

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    SDMono 11 years ago
  • RE: Loading clouseup shots in a scene when an area clicked...(what is the best way?)

    Normally you would have created the close-up as another scene or maybe an interface. Now I suppose you could use the shader zoom/viewport to zoom into a specific spot in the scene as long as you don't need to change the perspective view.

    by afrlme, 11 years ago

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    afrlme 11 years ago
  • RE: Shader Toolkit and Load/Save

    If I disable all the shaders and call of them from a saved game it causes the screen to be completely whited out.I've bound a key to turn them on and off, and if I call the script to turn them on from a game that's been saved with the shaders it whites the screen out.I think its something to do with running the shader script as a definition script from the get go - but trying to run it as an execution script and then calling the shaders afterwards doesn't seem to work at all?

    by Pyke, 11 years ago

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    Pyke 11 years ago