Search Result

  • RE: Suspend or Freeze the game?

    Well it's an idea but not sure if it's possible though, well not without testing & even then I'm not sure if you can overwrite image files inside of compiled games.I was going to say maybe it was possible to change sprite path for objects but the data structure says it's not scriptable & also quick note: openGL shader effects are not included in screenshots taken by vs screenshot function.

    by afrlme, 10 years ago

    7
    0
    afrlme 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    I think some of the internal code of the engine was changed in regards to some of the official shader functions. So the shader toolkit only works with 4.1 plus.

    by afrlme, 10 years ago

    17
    0
    afrlme 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    The .ved examples are located on the example pages of the functions via the script index.http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio#Shader_Toolkit_FunctionsI've not gotten round to sorting out all the shader function pages yet or created .ved's for all of the ones I have written. I think I've created working examples for:[list][*] shaderBlur[*] shaderColorize[*] shaderContrast[*] shaderGlow[*] shaderLightness[*] shaderNoise[/list]I've also created 2 tutorials (so far) which come with .ved examples @ http://wiki.visionaire-tracker.net/wiki/TutorialsI'm quite proud (indiscriminent self boasting) of the dynamic lighting tutorial demo. It took me ages to sort out the graphics & get it all working correctly. I went OCD on it. I'm not much of an artist mind. I find it much easier to code than draw/paint.

    by afrlme, 10 years ago

    17
    0
    afrlme 10 years ago
  • RE: SHADER Toolkit. Discussions, examples and other cool stuff!

    Awesome work, guys!I'm wondering how hard it would be to implement dynamic lighting in Visionaire with normal maps.I am currently working on a tool that generates normal maps, based only on the original sprite.Combining this technique with your shader could give an immense boost to future adventure games.

    by Dee, 10 years ago

    51
    0
    Dee 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    [quote]Nice work mate.[/quote]Thanks AFRLme ![quote]I noticed you didn't include some of them. I guess because they didn't apply to scene objects properly? I know some of them seem to affect the whole image & not just the alpha mask, from some tests I've done myself.[/quote]Yes I didn't manage to make them working, probably because those ones didn't worked with the scene object like you said.[quote]If you don't mind I'll add this to the list of resources on the shaderEffects wiki page? [/quote]Yeah of course you can use it for the ressources ! ;)[quote]I am planning to make my own .ved for it at some point but it's quite large task & I've got loads of other pages I should sort out beforehand.[/quote]I'm excited to see this, I understand that it's time consuming ^^.[quote]Have you checked out any of the .ved examples I've provided on the wiki (so far) for some of the shader functions?[/quote]I'm not quite sure, where can I find it ?[quote]If you could send me some text/information to add in a readme file such as notes, instructions, contact details etc - that would be great, cheers.[/quote]Sure, I will.

    by unreal, 10 years ago

    17
    0
    unreal 10 years ago
  • RE: Visionaire SHADER ToolKit Demo

    Nice work mate. I noticed you didn't include some of them. I guess because they didn't apply to scene objects properly? I know some of them seem to affect the whole image & not just the alpha mask, from some tests I've done myself.If you don't mind I'll add this to the list of resources on the shaderEffects wiki page? I am planning to make my own .ved for it at some point but it's quite large task & I've got loads of other pages I should sort out beforehand. Have you checked out any of the .ved examples I've provided on the wiki (so far) for some of the shader functions?If you could send me some text/information to add in a readme file such as notes, instructions, contact details etc - that would be great, cheers.

    by afrlme, 10 years ago

    17
    0
    afrlme 10 years ago
  • Visionaire SHADER ToolKit Demo

    Hello everyone,I've made a little "tech demo" project so people can see some of the FXs that you can get from the Shader ToolKit.Modify it or add other FXs then share it with us ! [b]Enjoy[/b][i]Thanks to SimonS for the Scripts !(I don't own any image in this project, don't sue me ^^)[/i]EDIT1 : Sorry, I've forgot to mention that the project is for [b]Visionaire 4.1[/b] or greater only.EDIT2 : Added Video.EDIT3 : Added Image and 'Read-Me file'

    by unreal, 10 years ago

    17
    0
    unreal 10 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Eventuell gehts ja hiermit in der nächsten Version, wenn das auch auf Speicherbilder geht.[code]local num = shaderCompile([[#ifdef GL_ESprecision lowp float; precision lowp int; #endifvarying vec2 texcoord; uniform mat4 mvp_mat;attribute vec2 position; attribute vec2 uv;uniform int pass;void main () { vec4 pos = mvp_mat * vec4(position.x,position.y,0.0,1.0); pos.x*=0.5 + pos.y*0.1;pos.y*=0.5 + pos.x*0.1; gl_Position = pos; texcoord = uv; }]],[[#ifdef GL_ESprecision highp float; precision lowp int; #endifuniform sampler2D composite;varying vec2 texcoord;void main() { gl_FragColor = texture2D(composite, texcoord.st);}]])shaderSetOptions({{shader = num, comp_dst=5, comp_src=4 }}, 1)Objects.Objekt0.ShaderSet = 1[/code]Unten ist eine Objektauswahl Objects.Objekt0 Da muss der Name des benötigten Objekts rein.Ich hab jetzt einfach mal was abstruses gemacht.Steht alles in den Zeilen:pos.x*=0.5 + pos.y*0.1;pos.y*=0.5 + pos.x*0.1;

    by SimonS, 10 years ago

    4
    0
    SimonS 10 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Moin Simon,vielen Dank für deine schnelle Antwort.Schade, dass es (derzeit) keine Lösung dazu gibt. Dann muss ich mir etwas anderes überlegen.Das Objekte verzerren mittels Shader interessiert mich trotzdem (;

    by cancel.logic.brain, 10 years ago

    4
    0
    cancel.logic.brain 10 years ago
  • RE: Speichermenü / Screenshots verzerren?

    Hallo, bisher hat das keiner versucht oder gewünscht, wenn es Objekte sind lässt sich das per Shader realisieren, jedoch geht das nicht mit Savegamebildern. Wenn es dich interessiert, kann ich das für Objekte mal hinschreiben, aber das der Shader auch auf die Speicherbilder läuft, gibts wohl erst im nächsten Build.

    by SimonS, 10 years ago

    4
    0
    SimonS 10 years ago