Menu
Login
Language
DE EN FR ES IT CZ

Search Result

  • RE: How to get started with shaders?

    Hi! You can start from here:https://www.dionous.com/visionaire-guide/#shadersThere are also some examples for you to checkThnx, that is already of great help.The followup question I have now is what use does the vertex shader have? I guess images are just squares with only 4 vertices. And is there a way to export a shader in one game and import it into another?

    by fedor-van-eldijk, 2 weeks ago

    3
    0
    fedor-van-eldijk 2 weeks ago
  • Update 5.3.6 1248 released

    Changelog:- SDL3, mostly won't change much, but you can now drop files on the editor in linux and mac like in windows, windowbrightness functions are removed because they are not supported anymore- Mac Native Silicon build, contains x86 binaries as well as arm64, no changes expected, starts a little faster- ffmpeg8, now supports alpha in vp9 via libvpx (only Mac/Win for now), also av1 support- new text area with translate via openai (you need an api key), better filters and search- config.ini functions: Save selected conditions and values there (requires calling system.configWrite()), also lua functions:system.configSet("key", value)system.configGet("key")setConfig will apply anything instantly that can be applied.Keys:Fullscreen: true/falseResizable: true/falseIntro: true/falseMusicVolume, SoundVolume, SpeechVolume, MovieVolume, GlobalVolume: 0-100Language: name of the current language (VGameStandardLanguage)Resolution: Desktop/Game/Auto/1280x720 (specific resolution)UseTextureCompression: true/falseLockCursor: true/falseLogLevel: Error/Warning/Info/MaxFor changing to fullscreen, set fullscreen first and then resolution.- Class custom action parts (can be: Character, Scene, Condition, Interface, Animation, Action, Multimedia, Savegame, Misc)- Lua if action partsTo use lua if actionparts, register them with isif = true, int3 is always for the elseif checkbox, add that to the text like below.E.g.:registerActionPart("TEST_IF",{ isif=true, link1={text="Object",use=true,control=0}, link2={text="",use=false,control=0}, integers={use=0,useint3=true,pointlabel="",pointdialog=0}, integer1={text="",control=0,min=0,max=0,val=0,options={}}, integer2={text="",control=0,min=0,max=0,val=0,options={}}, integer3={text="ElseIf",control=2,min=0,max=0,val=0,options={}}, path={text="",use=false,filter=0}, string={text="",use=0}, link1filter={"\\eScenes\\VSceneObjects\\eObjects"}, link2filter={}, stringfilter={}, group="Condition"})translation(0, "TEST_IF", "If Test")translation(0, "TEST_IF_Name", "{if %int3==1 then return 'Else ' else return '' end} If %link1 Test")To execute the action part in the player, you need to return two bools, also add true as third param:registerActionPart("TEST_IF",function(activeAction, actionPart) if not actionPart.Link.empty then  return false, true end return false, false -- end of action, resultend, true)- Use %link3 from string in nameNew waypoint scaling options:- Vertical (like the old version)- Horizontal- Triangle interpolation, will make triangles of all points with a scale and interpolate in between, you have to seeAlso the waypoint algorithm is now A*, so spam everything full of points, it won't lag.Action parts:- Compare string values- Change interaction position/direction- Character current outfit is...- Run action part- Reload game and run actionOther new stuff:- iOS home button now grayed out, until you swipe up twice- 16KB alignment android- Show waypoints- Interface tab in player console- Filter in action parts/audio containers/outfits- Point emitter icon now better visible- Auto-mute movie components in editor- Character alignment for interaction position can be set- Lock audio container order- Condition for action areas- Switch container: option to not crossfade from silence- Switch container: option to play only once for continuous containers- 32k limit for pauses is removed- Dialog opening animation, disabled buttons are now recognizable- Gog update- Particle shader (fumbled for current version, next smaller update has it fixed), allows combining masking and particles- the ved in export is now better encrypted- system.windowMode get/set 0:windowed, 1,2:fullscreen desktop, use the config functions for more controlFixes:- Linux player console not working from appimage- iOS mouse not working- Mac export from Mac now removes signature- Shader compilation broken- Cursor stayed active on dialog start if over an object- Changing shader from another tab updates components now- Linebreaks in dialog with bitmap font broken- ReplaceGame broken for unrelated games- Shaderlamp shader not working- Wrong cursor if the editor checks for updates while starting- Input for preview opacity value broken- Green corners in popups- Immediate action aligned character if at destination- Videos don't need widths divisable with 16 anymore- Go to definition didn't work for audio containers

    by SimonS, 3 weeks ago

    0
    0
    SimonS 3 weeks ago
  • RE: Bug when loading frame sequence

    The function to use the color key has been removed a long time ago. Only some parts remain in the UI, I will remove them for the next update. If you want to use a color key you either need to use a shader or just export the files with alpha transparency.

    by SimonS, 2 months ago

    8
    0
    SimonS 2 months ago
  • Shader tutorials

    Hi everyone,I bought Visionaire a few months ago and am quite advanced with my little game.Now I am in polishing mode and want to add a few shader and particle effects, esp. ripple effects to water. But all shader tutorials I could find here seem to be from 10+ years ago and not available anymore...Does anyone have some good tutorial or example projects on using shaders, esp. on applying shader effects to objects? Or even better on shading water?Thanks all!FelixP.S., if anyone still has this tutorial, would be great: https://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/

    by felix-29604, 10 months ago

    2
    0
    felix-29604 10 months ago
  • 5.3.3 1244 Update released

    Editor Changes:- Preview for comment action parts is longer - After zooming lines in animation center are not cut off now - Copy/Paste positions via Ctrl+C Ctrl+V - Show position of point for object polygons - New dialog for editing timing for sprites in a table - Preview values in editor - Combined conditions are now working correctly in preview - The preview list updates with changes without having to switch scenes - Magnification is not reset between scenes if "Automatically zoom out" is disabled - Audio tracks in Sync Container now snap to markers and tempo except if shift is held - Audio event marker for Sync Container to run an action at a position - Crashes with polygon tools - Dialog about is now copyable - Texts from disabled action parts are now not exported or counted in word count - Integrity check didn't check for vispath: in components and scripts - csv export now includes info about speaker - Dialog area interaction is now correct if alignment is not left Player:- After skipping a cutscene on scrolled scenes the scroll position does not jump now - Starting/stopping audio containers via script: AudioBusses["Random"]:start()AudioBusses["Random"]:stop()- Audio automation was applied delayed - Audio automation for pan was not applied - Events for text transitions, TextTransitionSkipped, TextTransitionIndex. Example for playing a sound for the type writer effect (only sent from the fade effect): function engineEvent(type, data)  if type == "TextTransitionIndex" then    AudioBusses["Random"]:start()  endendregisterEventHandler("engineEvent", "engineEvent")- Shader fade transitions were not working, example project: https://discord.com/channels/335552872806744064/335554421973057546/1308220410516733982 Minimal code: game.FadeEffect = eFadeShadergame.FadeDelay = 1000local shader = shaderCompile("sht_transition.bin")graphics.shaderUniform(shader, "_t_transition_tex", "vispath:wipe.png")graphics.shaderUniform(shader, "progress_size", 0.1)shaderSetOptions({transition = shader}, 1)- macOS: Shift transitions were not working correctly

    by SimonS, A year ago

    0
    0
    SimonS A year ago
  • shaderViewport with shaderLamp

    HelloI am using shaderViewport (zoom). Is it possible to make the shader lamp stay in place during this process? (in fact, they just remain in their original coordinates. But they need to be fixed on the lamps ... that is, they do not respond to zoom) bind function does not help in my case...bind("light1", "lights[1].position", shaderPoint(inverty(scrollfix(field("{x, y}"))), 1))Thanks

    by red363, 2 years ago

    0
    0
    red363 2 years ago
  • RE: How to get this started on Ubuntu

    I tried as suggested... it gave me this:fedor@studeerkamerPC:~/projecten/visionaire studio$ ./vis.AppImageSDL Dynamic API Failure!Couldn't load overriding SDL library. Please fix or remove the SDL_DYNAMIC_API environment variable. Using the default SDL.5:37:45.168:Initializing graphics interface. Surface size: 1366x768, render size: 1366x7685:37:45.237:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/images.xml'...5:37:45.237:Loading image-list "etypedata"...5:37:45.248:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/language.2.english.xml'...5:37:47.154:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/structures.xml'...5:37:47.155:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/actions.xml'...5:37:47.155:Loading '/tmp/.mount_vis.Ap1sDbsO/xml/actionParts.xml'...5:37:47.156:Finished sorting action parts.5:37:47.156:Loading valid links...5:37:47.157:Successfully loaded 'xml/validlinks.xml'.5:37:50.000:no uniform bias in shader5:37:50.000:OpenGL init: Incomplete attachment.5:37:50.002:no uniform resolution in shader5:37:50.002:no uniform resolution in shader This was on my Ubuntu 20.04 desktop with a NVidia graphics card, I get the same message on my Ubuntu 22.04 laptop that has an Intel graphics card.

    by fedor-van-eldijk, 3 years ago

    10
    0
    fedor-van-eldijk 3 years ago
  • RE: Problem withe shader script, lighting, help needed [SOLVED]

    Interesting. So it was caching &/or not correctly updating the shader variables? Adding local made a new variable each loop which seems to  have solved the issue.Have you updated the shader toolkit script on your luadocs page with that edit @ Simon?

    by afrlme, 3 years ago

    9
    0
    afrlme 3 years ago
  • Problem withe shader script, lighting, help needed [SOLVED]

    Hello!I found some bug, and I can't solve it, I'm sure that the problem is with the script, because. There was already a similar story here: https://www.visionaire-studio.net/forum/thread/shadertoolkit96_failed-to-execute-hook-function-shadermain-solved-/#61970 The essence of the problem is similar, only now it is connected with shader lighting.The essence of the problem: two light sources are placed in the scene. When you exit the game in the menu and after loading the autosave (continue the game) everything works. However, when completely exiting the game, and then restarting and loading autosave from the menu (continue game), these lights do not work.link to the scene with an example:https://1drv.ms/u/s!Anl4w4tP7uAPhOVnlUVkUrYADwsY7g?e=nNim6AI would be very grateful for any help, for me this is a very critical problem, because. lighting is used in most of the scenes and this is the main design element.

    by red363, 3 years ago

    9
    0
    red363 3 years ago
  • RE: Apply the shader effect to only one scene object

    That thread is really old & I don't know if the shader toolkit still works that way. Also you need to make sure you include the latest version of the shader toolkit as a definition script in your project, because if you are using an older version it may not work correctly.You can always find the most recent version [url=https://www.visionaire-studio.com/luadocs/#shadertoolkit]here[/url].

    by afrlme, 3 years ago

    2
    0
    afrlme 3 years ago