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SHADER Toolkit. Discussions, examples and other cool stuff!

  • #40, by unreal 12 years ago Zitieren
    It did work ! Awesome ! Thank you SimonS ! smile
  • #41, by afrlme 12 years ago Zitieren
    It's not about generating character shadows. At all. It's about the open GL Shader in general. We were talking about applying shader effects to specified scene objects &/or characters.

    Theentire thread though is about the shader in general.

    @ Simon: there's some funny stuff happens when you try applying certain effects to objects/animations. Some of the effects complete hide the object/animation & some of them draw the entire objects shape (background in one color, alpha with corrupted version of the effect).
  • #42, by Dee 12 years ago Zitieren
    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.
  • #43, by afrlme 12 years ago Zitieren
    @ Dee: Simon was looking into normal maps/depth maps, but I don't know whether or not he decided to pursue implementing them at some point in the future.
  • #44, by Dee 12 years ago Zitieren
    I really hope so, because that would be the most amazing thing I can imagine with shaders.
    Using normal maps would probably be better, as calculating the normals from a depth map could be skipped and the lighting would turn out smoother through 24bit color depth against 8 bit.

    Anyways, the effects we have seen here so far are already stunning.
  • #45, by SimonS 12 years ago Zitieren
    I'm really quite in a problem with using normal maps, as that would need using deferred shading, if it isn't done for only one or two objects. I'm planning on adding multi texture support for shaders, that could be used for a lot of things and would already make the normal/depth maps possible.
  • #46, by Dee 12 years ago Zitieren
    That would be extremely cool, Simon, as it would even bring more possibilities.
    However, it could have an impact on the performance, I guess.
    I am already dreaming of Monkey Island remakes with pixel art + dynamic lighting...
    My Kickstarter will launch tomorrow, I will open an extra thread for it.
    Looking forward to seeing deferred shading implemented smile
  • #47, by sebastian 11 years ago Zitieren
    so i tried out the shader toolkit and wanted to make the camera follow my character smoothly.
    I cant get it working. The wiki page only tells me to add the shader toolkit script as a definition script and run this command:
    shaderFollowCharacter("", 1.2, 3000)
    

    which should then smoothly follow the char (if no char is defined its the current character).

    Now: Do i have to loop this function so it follows them over the time or is it neccessary to do something else here?

    I executed the shaderFollowCharacter("", 1.2, 3000) - script in the startscript of the game but nothing smooth in sight...



  • #48, by SimonS 11 years ago Zitieren
    Something in the messages.log ? Once the function is called it will continue to follow the character.
  • #49, by sebastian 11 years ago Zitieren
    ah yes:
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    23:52:10: Error: Failed to execute hook function 'followCharacter': [string "shader_toolkit"]:759: Invalid syntax for command startTween
    23:52:10: Error: Wrong argument type for Argument #5 (expected int)
    

    and so on...



    I found it... the script should look like this: shaderFollowCharacter("", 2, 3000, easeQuintOut). The easeQuintOut was missing. http://wiki.visionaire-tracker.net/wiki/ShaderFollowCharacter_(CMS) seems then to be incomplete.

    How can i solve the issue that the char gets centered to the camera, so that it scrolls/moves just like the default camera, but smooth?
  • #50, by SimonS 11 years ago Zitieren
    This doesn't replace the default scrolling mechanism, I will rework some of it, so we can replace it. As long that isn't finished you won't have the same feeling.