Search Result

  • RE: What is the best image format for textures for 3d characters?

    I have no idea mate, the shader gl code looks like random nonsense to me for the most part.I don't think every function/effect of the shader should work for characters & objects. Hue & Colorize are not necessary as we can tint characters already with lightmaps or with the CharacterTint data structure table. Blur & Glow are not really necessary but blur could have been a fun warp effect say if the character was moving fast or an object was vibrating...I think for characters and objects that saturation, lightness & some of the warp effects (if possible) would be enough.

    by afrlme, 11 years ago

    18
    0
    afrlme 11 years ago
  • RE: What is the best image format for textures for 3d characters?

    It's technically possible, but I have to integrate it into the shader script, because who can write these shaders ? And I haven't figured out how I will do it, because I would need more copies of the same shader, and how will the setting diff then, also no multipass is possible. So no Blur/Glow on single objects or Image Effects and some other effect at the same time.I got every model I have here running, not always perfectly aligned, so I wouldn't consider it buggy anymore. Maybe there are some other workflows that have different model outputs.

    by SimonS, 11 years ago

    18
    0
    SimonS 11 years ago
  • RE: What is the best image format for textures for 3d characters?

    [quote]Just a bit more work on your part if you want to use different camera perspectives. Hopefully Simon will be able to add shader support for individual objects/characters in a future release as you would be able to get pretty creative with your light that way...[/quote]I think that's already possible and only needs documentation (VObjectShaderSet field) - but I'm not 100% sure. This has to be answered by Simon :)

    by Alex, 11 years ago

    18
    0
    Alex 11 years ago
  • RE: What is the best image format for textures for 3d characters?

    Just a bit more work on your part if you want to use different camera perspectives. Hopefully Simon will be able to add shader support for individual objects/characters in a future release as you would be able to get pretty creative with your light that way...I wonder if you could use the spotlight thing now to generate specific lighting on a character based on position of character on the scene. Set a specific position for light source & then do some calculations each time character moves which updates shader light parameters. Would be interesting to look into. Normal maps & depth maps look like they involve a ton of additional work to sort them out.

    by afrlme, 11 years ago

    18
    0
    afrlme 11 years ago
  • RE: What is the best image format for textures for 3d characters?

    [quote] then it doesn't matter so much about the amount of image files used for your character[/quote]That is a good news. Because I really love the camera work in 2.5D's Grim Fandango and Syberia and I would like to have a similar camera work (or cinematography if you will) in my game even it's just a sprite based without dynamic light. If you have just one character perspective with one camera perspetive for all yours backgrounds it just look like a theatre stage, right? Bad immersion for player I think.And we could also fake the lighting effects with Shader Toolkit just a little, like Pyke did with his flash-light sample - it's beautiful. Yes there are workarounds with normal maps and stuff, check out this XNA dude:http://www.youtube.com/watch?v=gFbNqYkD1r4http://www.youtube.com/watch?v=-Q6ISVaM5Ww

    by gusty, 11 years ago

    18
    0
    gusty 11 years ago
  • RE: Shader Toolkit and Load/Save

    the bind syntax is exclusive to the shader toolkit. I'm talking about that I can't save the bindings because they are closures, the rest is saved by lua variables.

    by SimonS, 11 years ago

    12
    0
    SimonS 11 years ago
  • Shader Toolkit and Load/Save

    With the Shader Toolkit active, loading a game causes that loaded game to be completely whited out from the start. Interfaces aren't included in the shaders, and are also excluded from being 'whited out'.When the game is run without the Shader Toolkit, Load/Save works perfectly. Currently using 4.1, Build 1177I can give you guys the dump if needed - but Im pretty sure its something with the shaders! Ill take a look at a way to work around it tomorrow. ;)

    by Pyke, 11 years ago

    12
    0
    Pyke 11 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    First things first. You need to include the [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]shader toolkit[/url] script as a definition script in your game to be able to use the shader functions or write your own. I have started writing example pages for each of the available functions @ [url=http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_Functions]here[/url]. Unfortunately I haven't gotten round to creating pages for each of the functions yet. I typed up more before the new wiki, but we lost some of the data for the wiki a little while ago & thus I have to redo those pages again. Also I will probably need Simon's help in typing up the pages to do with the lighting section of the shader as he will be able to explain what each lighting parameter is etc.P.S: I will be including a working .ved on the shader function pages. I've already created .ved's for a few of them. Check the [b]resource[/b] section.

    by afrlme, 11 years ago

    51
    0
    afrlme 11 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    Awesometastic ! There's some kind of tutorial to use it ? I've tried without success to run the scripts on the topic, and I think I'm not alone to struggle with the Spotlight Shader. Can somebody help the newbies ? :?

    by unreal, 11 years ago

    51
    0
    unreal 11 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    Yeah, using the new shader lighting options in lua script. He's created a spotlight (flashlight) here which is fixed to the current character & the target is based on the mouse position.

    by afrlme, 11 years ago

    51
    0
    afrlme 11 years ago