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shader 2.0 dll


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#51 BeefJeRKy

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Posted 26 April 2009 - 17:50

Gaah too much bloom
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#52 Lord Atlantis

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Posted 26 April 2009 - 18:34

The settings that Meyer did provide did add a nice touch to the game in my opinion. Initially you need to turn up the brightness as the game seems to dark with it but it looks rather good. :P
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#53 sgtmyers88

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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...
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#54 sweln

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Posted 03 May 2009 - 12:33

Hello guys!

So any progress so far from anybody?

#55 mcbob

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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.

#56 Zeke

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Posted 04 May 2009 - 15:31

View Postmcbob, on 4 May 2009, 11:07, said:

SgtMyers, how did you get the water to reflect light?


[Guess]
1. Model giant reflective plane
2. Make water more transparent
3. in world builder, add said reflective plane under the surface of the water
4. ?????
5. PROFIT
[/Guess]

#57 Nem

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Posted 04 May 2009 - 15:43

View PostZeke, on 4 May 2009, 11:31, said:

View Postmcbob, on 4 May 2009, 11:07, said:

SgtMyers, how did you get the water to reflect light?


[Guess]
1. Model giant reflective plane
2. Make water more transparent
3. in world builder, add said reflective plane under the surface of the water
4. ?????
5. PROFIT
[/Guess]


That's exactly how it works but sadly it's not a viable option, This is because the ENTIRE map must be rendered and coasts will never look right no matter what you do.

Edited by Nem, 04 May 2009 - 15:45.


#58 mcbob

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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.

Edited by mcbob, 05 May 2009 - 00:59.


#59 sgtmyers88

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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 8|

;------------------------------------------------------------------------------
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)


Edited by sgtmyers88, 05 May 2009 - 04:23.

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#60 n5p29

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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?

#61 Gen.Kenobi

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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."
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#62 CJ

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Posted 05 May 2009 - 18:03

Well I have Vista with DX10 and I didn't encounter any problem with the shader...

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#63 Gen.Kenobi

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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."
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kudos to Pasidon for this awesome avvy and siggy!



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