1
shader 2.0 dll
Started By namman2, Apr 14 2008 18:43
62 replies to this topic
#53
Posted 27 April 2009 - 04:35
Thanks... Yeah making the lighting and shadows darker was part of the solution on controlling the bloom intensity while making a good contrast between light and dark areas...
He who controls the past commands the future... He who commands the future conquers the past...
#54
Posted 03 May 2009 - 12:33
Hello guys!
So any progress so far from anybody?
So any progress so far from anybody?
#55
Posted 04 May 2009 - 03:07
SgtMyers, how did you get the water to reflect light?
Custom textures, or is there something I can do in the Enbseries.ini?
The lighting effects in the mod look odd with dull looking water, and it would look even better if the water matched the lighting.
Custom textures, or is there something I can do in the Enbseries.ini?
The lighting effects in the mod look odd with dull looking water, and it would look even better if the water matched the lighting.
#56
#57
#58
Posted 05 May 2009 - 00:50
I'm curious to see what settings Modern Wars and Take Your Courage In Both Hands uses.
They seem to use the same Shader.dll, but they retain the saturation of the colors without reverting to increased darkness.
They seem to use the same Shader.dll, but they retain the saturation of the colors without reverting to increased darkness.
Edited by mcbob, 05 May 2009 - 00:59.
#59
Posted 05 May 2009 - 04:20
The secret is out lol... good guess guys... however you do not have to render the entire map as long as you use ALWAYS_VISIBLE code but you may need to do some minor edits to the Fog Of War. If you also adjust the Z height you can kinda create an effect to make it look like the shoreline or coast is reflecting on the water. I am still working on trying to make a totally transparant reflective water plane to use. This method has been tricky and it is not perfect, but its better than nothing at all as I always say lol
;------------------------------------------------------------------------------ Object GenericWaterPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = GENERICWATER End End ; *** DESIGN parameters *** DisplayName = OBJECT:MuddyWater EditorSorting = MISC_NATURAL KindOf = IMMOBILE IGNORED_IN_GUI NO_SELECT NO_COLLIDE ALWAYS_VISIBLE UNATTACKABLE ArmorSet Conditions = None Armor = WaterArmor DamageFX = WaterDamageFX End Body = HighlanderBody ModuleTag_10 ;Can take damage, but won't die. Can only die from ::kill() or other unresistable damage MaxHealth = 50.0 InitialHealth = 50.0 End ; *** ENGINEERING Parameters *** Scale = 1.0 End
Attached File(s)
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howtoanimatetextures01.jpg (181.16K)
Number of downloads: 18 -
howtoanimatetextures02.jpg (161.97K)
Number of downloads: 19 -
NewWaterFeatures04.jpg (91.9K)
Number of downloads: 19
Edited by sgtmyers88, 05 May 2009 - 04:23.
He who controls the past commands the future... He who commands the future conquers the past...
#60
Posted 05 May 2009 - 05:13
Hi. I'm having problem when try this shader 2.0
I tried it on zero hour, when the game starts it said it needs DirectX 8.1 or higher, but mine is DX10. Why?
is shader didn't compatible with Vista or DX10?
I tried it on zero hour, when the game starts it said it needs DirectX 8.1 or higher, but mine is DX10. Why?
is shader didn't compatible with Vista or DX10?
NProject Mod -- Recolonize -- Tidal Wars
#61
Posted 05 May 2009 - 16:06
Vista is problematic. Reinstall DirectX 9c, it should work.
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
kudos to Pasidon for this awesome avvy and siggy!
kudos to Pasidon for this awesome avvy and siggy!
#63
Posted 05 May 2009 - 20:12
Well, on the notebook i have here, newer with a few mounths of life i couldn't run Reborn [Renegade Mod/new game based on the engine] because of the DirectX, them i reinstaled the old and worked fine. Reinstalling a older version will not make you lose the "old" DirectX you had before.
Edited by Gen.Kenobi, 05 May 2009 - 20:13.
"The entire ocean. The entire world. Wherever we want to go, we'll go. That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs but what a ship is... what Tidal Wars really is... is freedom."
kudos to Pasidon for this awesome avvy and siggy!
kudos to Pasidon for this awesome avvy and siggy!
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