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  • Shader Toolkit - no shaders after loading the game

    We are experiencing weird, reproductible bug regarding shader toolkit in COMPILED versions of game (in player/preview everything works perfect).For example, in every scene wrapped in  “at beginning of scene” we have action part "execute script 'shaderNoise'" . When you are playing compiled game in one playthrought noise is present and animated as it should be. However, if you exit the game and continue  playing it later with the use of "Load Game", while game works as it should, there is  no noise at all. Progressing to new scenes (remember – each of them has at start "execute script" ) doesn't help – there is no noise in loaded games.This problem pretty much connects to all other “preset based” effects from shader toolkit. If scenes containing them are reached during single playthrought they work as they should, however if those scenes are reached after loading the game, effects are not applied, as if shader toolkit after loading the game was dormant/non existent.We use simplest “create autosave”/ “load autosave” system.I would appreciate any help in sorting the matter.Game compiled in 5.07, shader toolkit Version 0.96

    by Mateusz, 6 years ago

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    Mateusz 6 years ago
  • RE: Fairy lighting

    Well first of all, you should point out where you want to go. Lighting works in 3D so the shader calculates the screen as a plane. This is probably not what you want. The other option is to add depth info to your scene. I already built some example code for that, see here: https://www.visionaire-studio.net/forum/thread/question-about-normalmaps/

    by SimonS, 6 years ago

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    SimonS 6 years ago
  • Fairy lighting

    Hello there guys,i'm a starter in here and i'm trying to get into shader lightning, but feel a bit overwhelmd by now. I got a room, that's only lit by a few lightbulbs, so i try to understand how i could get a basic lightning, from shader, GLSL or something. What do i have to look for in generell? We tried to paint it, but that's not really it.

    by ren-schnee, 6 years ago

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    ren-schnee 6 years ago
  • RE: Nutzen von 3D Dateien

    Can you send me the output files of your model ? Then I can make it work for the next version.I send you an e-mail with the files. Would be super nice if you can get it to work.Would it be possible to display the vertex colors, like in the viewer, might be an easy adjustment to the defalt shader. If you just multiply them with the texture, nothing is displayed if there are no vertex colores. Thank you!

    by fabian-schempp, 6 years ago

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    fabian-schempp 6 years ago
  • RE: Nutzen von 3D Dateien

    https://github.com/acgessler/open3mod/releasesThat's what I used to test with from C4D, if the animition and textures work in theory it should be ok it VSI'm not very good with Blender so I may of just got the export settings wrongCool, I will try if i can get something to work with the viewer. I found out, that for blender 2.79 there is an direct-x format exporter that seems to work. Does anybody know how the shader-tab works? I know how to write glsl shader, but how to apply them to the 3d-models?

    by fabian-schempp, 6 years ago

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    fabian-schempp 6 years ago
  • RE: New version - script not working

    I assume you are using the shader toolkit? If so, then you probably need to update it to the latest version.https://www.visionaire-studio.com/luadocs/downloads/shaderscript11.lua

    by afrlme, 7 years ago

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    afrlme 7 years ago
  • RE: Several questions: character with gamepad + shader with texts + 3d environment + camera

    Simon was going to re do the camera so it used 3D space, I think right now it only tilts and zooms which could be why its impossible to scale things properlyI baked the shadow to the image so it was easier place the modelI don't think you could do something like a geo sphere, if you could you'd also need a shader to make the shading constantI'll have a play tonight and see if I can help more

    by Nigec, 7 years ago

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    Nigec 7 years ago
  • RE: Several questions: character with gamepad + shader with texts + 3d environment + camera

    Regarding my questions, so far I have the following answers:1/ Character with Gamepad:Is possible but not working great (the code is somewhere else on the site or in the forums, it is working).In order to have a better feeling when moving the character (who by default follows too strictly the way points), it is recommended to create a LOT of way points.   2/ Shader with text:The code exists:eShaderExcludeTextsAndCursor 2But it seems that it doesn't work. I have not had confirmation but the other exclusion codes are working (exclude interface works like a charm)So there has to be an issue in VS with the exclude text?   3/ 3D environment:It should be possible to do something like a sky on a sphere, and a plane at the ground. As long as it remains very simple, it should work by using the 3d objects. I have to do more tests but the inventory scene of Nigec proves that it should be possible.   4/ Camera:It is not possible to rotate the camera freely in the scenes (only possible to zoom and pan + vertical rotation in the characters outfits). However we can rotate the 3d objects instead of the cameras, thus we can rotate the world according to our needs, so with different tricks it could be possible to reach an interesting result... That is the answers I found so far. If you have other ideas/suggestions, please let me know. Others could be interested too to read this thread in the future.

    by Simon_ASA, 7 years ago

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    Simon_ASA 7 years ago
  • RE: Make mirror and reflections

    Ok you need to add first code to your shader list and call it ReflectionShader01 (or any other name but you will then need to add it to Lua part. Then you can call this shader with Lua (second code here) with any action you create (at begin of scene or whatever you use). Also you will need to have your mask png linkded correctly so game knows where shader is appled on the screen. I will attach one I am using for my game but you can make any shape of it... Also other picture is used if you want to create waves effect alike water. My code if for clear non moving mirror tho. But you can play with settings to customize as you wish :)#ifdef GL_ES precision lowp float; precision lowp int; #endif uniform sampler2D texel; uniform sampler2D DistortTex; uniform sampler2D MaskTex; varying vec2 uvVarying; uniform float time; uniform float TintR; uniform float TintG; uniform float TintB; uniform float TintMix; uniform float Mirror_PosY; uniform float Distort_MoveX; uniform float Distort_MoveY; uniform float Strength; //uniform float Mirror_PosX; //uniform float Brechung; void main () {   vec2 uv = uvVarying;   float Mask = texture2D(MaskTex, uv).r;   float Distort = texture2D(DistortTex, fract(uv + vec2(time*Distort_MoveX,time*Distort_MoveY) ) ).r;   vec4 ColorTint = vec4(TintR,TintG,TintB,1.0);   float Brechung = 1.0;   vec4 result = vec4(0.0);   vec4 base = texture2D(texel, uv);   float Offset = (Mirror_PosY-0.5)*2.0;     // if y 0.67 then 0.34     // if y 0.75 then 0.5     // if y 0.5 then 0.0   //   if (uv.y > Mirror_PosY) {     vec4 reflection = mix( texture2D(texel, vec2(uv.x,((1.0-uv.y)*Brechung) + (Distort*Strength) +Offset ) ) , ColorTint, TintMix);     result = mix(base, reflection, Mask);   } else {     result = base;   }   gl_FragColor = result; }local eff = "ReflectionShader01" shader_effects[eff] = { shader = Shaders[eff].Compiled } shaderAddEffect(eff) bind(eff, "time", field("getTime()*0.001")) bind(eff, "TintR", field("0.3")) bind(eff, "TintG", field("0.3")) bind(eff, "TintB", field("0.3")) bind(eff, "TintMix", field("0.5")) bind(eff, "Mirror_PosY", field("0.78")) bind(eff, "Distort_MoveX", field("0.0")) bind(eff, "Distort_MoveY", field("0.0")) bind(eff, "Strength", field("0.0")) --bind(eff, "Mirror_PosX", field("1.0")) --bind(eff, "Brechung", field("1.0")) graphics.shaderUniform(shader_effects[eff].num.num, "_t_DistortTex", "vispath:effects/clouds02.png") graphics.shaderUniform(shader_effects[eff].num.num, "_t_MaskTex", "vispath:effects/mask02.png")

    by nenad-asanovic, 7 years ago

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    nenad-asanovic 7 years ago
  • RE: Make mirror and reflections

    Well you should really check this post LINK it's really easy to make things work as you would basically need just to copy and adjust shader to your game as you wish. HEre is sample of how it looks in my game (bottom part of screen is shader reflection, perfect mirror).

    by nenad-asanovic, 7 years ago

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    nenad-asanovic 7 years ago