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  • 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, 12 years ago

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    afrlme 12 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, 12 years ago

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    unreal 12 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, 12 years ago

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    afrlme 12 years ago
  • RE: Light effects use in this game ?

    What he said. :DIm currently combining built in lighting WITH the shader effects...and the results are pretty spectacular.

    by Pyke, 12 years ago

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    Pyke 12 years ago
  • RE: Light effects use in this game ?

    What he said. :DIm currently combining built in lighting WITH the shader effects...and the results are pretty spectacular.

    by Pyke, 12 years ago

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    Pyke 12 years ago
  • RE: Light effects use in this game ?

    Shader light effects have only just been implemented with the current release 4.1. So the lighting in Stasis was done by Chris manually in his 3D design software & then exported as individual animation frames which would have then been imported into VS as 2D animation sequence.With the new shader functions you can create various different lights, place them around your scene or attach them to an object, character etc & manipulate their parameters. I've not looked into them yet, nor have I properly gone over Simon's breakdown explanation, thus I've not provided any wiki documentation for them yet.

    by afrlme, 12 years ago

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    afrlme 12 years ago
  • Light effects use in this game ?

    hello,how are made this ''lightning'' effects according to you, are they inbuild ( animations ) or did they use the shader ( that I see you talk sometimes, but don't know exactly what it can do, and even more how to use it)http://www.visionaire-studio.net/bookmarks/article/httpbloody-disgusting-comvideos3291213new-footage-explores-environments-stasis/

    by latoxine, 12 years ago

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    latoxine 12 years ago
  • Mac export issue (works on version 10.9 but not 10.8)

    Hey guys!I'm pretty excited to test out this shader stuff. However there's one problem that I've come across is this. I'm not able to open the game. My tester though was able to fix it "I had to navigate to the hidden folder /opt/ on the OS drive, create the folders ffmpeg and lib, and put ALL the codecs and stuff from the framework folder in there."http://i.imgur.com/ZLbmmRI.jpgI'm exporting the game via a Windows computer for Mac and used the platform download from here http://wiki.visionaire-tracker.net/wiki/Player_FAQThanks for any help in advance guys :DCheersJacob

    by Dilated, 12 years ago

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

    It's a shorthand for a loop that sends the values to the shader every frame, because these values update over time.

    by SimonS, 12 years ago

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

    Onto the actual Shader discussion!I love the Toolkit. I know pretty much next to nothing about setting up shaders, but I've been able to Frankenstein together some rather nice and workable effects.I managed to cannibalize your flashlight shader and created a flashlight, and a shader that just creates a light halo around the character. LIGHT HALO[quote]shaderActivateLighting(3)bind(shader_effects["light1"].num, "lights[2].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-80}))), 1))bind(shader_effects["light1"].num, "lights[3].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{1000,1000}))), factor(dist(offset(field("game.CurrentCharacter.Position"),{0,2}), cursor), -500)))shaderLamp(2, 1, {100,500,1}, {20,900,10},{0.03,-0.00000001,0.0}, {0,0,0}, {1,1,1}, 1, 90, 1)shaderLamp(3, 1, {1000,500,1}, {0,0,1}, {5.01,0.0,0.000002}, {2,2,2}, {2,2,2}, 5, 90, 1)[/quote]FLASHLIGHT[quote]shaderActivateLighting(2)bind(shader_effects["light1"].num, "lights[0].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-80}))), 1))bind(shader_effects["light1"].num, "lights[0].targetpos", point(inverty(cursor), 20))bind(shader_effects["light1"].num, "lights[1].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{100,100}))), factor(dist(offset(field("game.CurrentCharacter.Position"),{0,10}), cursor), -500)))shaderLamp(0, 0, {900,500,1}, {0,900,10}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)shaderLamp(1, 1, {1000,50,1}, {0,0,1}, {0.01,0.0,0.000001}, {2,2,2}, {2,2,2}, 5)[/quote]YOUR ORIGINAL FLASHLIGHT SCRIPT[quote]shaderActivateLighting(4)bind(shader_effects["light1"].num, "lights[0].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), 1))bind(shader_effects["light1"].num, "lights[0].targetpos", point(inverty(cursor), 10))bind(shader_effects["light1"].num, "lights[1].position", point(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), factor(dist(offset(field("game.CurrentCharacter.Position"),{0,-200}), cursor), 10)))shaderLamp(0, 0, {900,500,1}, {0,900,10}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)shaderLamp(1, 1, {1000,50,1}, {0,0,1}, {0.01,0.0,0.000001}, {1,1,1}, {0,0,0}, 1)shaderLamp(2, 1, {1500,50,1}, {0,0,1}, {0.01,0,0.000001}, {0,0,0}, {0,1,0}, 1)shaderLamp(3, 0, {1300,900,1}, {0,400,10}, {0.001,0.000001,0}, {0,0,0}, fromHSV(1,1,1), 1, 90, 0)[/quote]

    by Pyke, 12 years ago

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    Pyke 12 years ago