Search Result

  • 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, 10 years ago

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    afrlme 10 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, 10 years ago

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    latoxine 10 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, 10 years ago

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    Dilated 10 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, 10 years ago

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    SimonS 10 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, 10 years ago

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

    Hey Simon - seems the crash Im experiencing isn't to do with the shader toolkit at all. Im gonna Skype David with the dmp file now!

    by Pyke, 10 years ago

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

    I will add some more things in the future, I would really like to hear your thoughts about it. It's also possible to set a shader on an object, but I haven't completed that in the script.If you have a reproducible crash, would really like to see it. The function I use is not completely sanitized, so it can happen.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • SHADER Toolkit. Discussions, examples and other cool stuff!

    I don't know if you guys have implemented the Shader Toolkit - but if you haven't I strongly urge you to give it a go!http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)From the short while that I've played with it I can already see how incredible powerful it can be. I thought I would start this thread as a discussion about the Shaders where we can ask questions, and post examples of some of the stuff we have created with it. My recent focus has been on the lighting - specifically creating torches and other 'mood enhancing' features.Just some warning - the current script HAS caused some crashes on my side, so it isn't incredible stable. Just remember that when creating your shaders and working on your game!

    by Pyke, 10 years ago

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    Pyke 10 years ago
  • RE: Visionaire Studio 4.1 Released!

    The new shader stuff is 'effing amazing.

    by Pyke, 10 years ago

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    Pyke 10 years ago
  • RE: Visionaire Studio 4.1 Released!

    Awesome, we've been playing with new shader functions Simon has added. Anyone wanting to use them needs the latest version of the shader toolkit script on the wiki. I will look into adding some working function examples to the wiki later this week.I've written a workflow function for the VObjectRotation & Scale data structure tables too, to simplify the code. Will add that to the wiki the morrow.

    by afrlme, 10 years ago

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    afrlme 10 years ago