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TT TEASER! - water rendering and widescreen fix
Saberhawk showed me a tiny bit of the graphics improvements he's working on for TT's upcoming patch. This includes vastly improved water and scripts.dll 4.0's fix for widescreen monitors. You can click on the images to make them larger in accordance with forum rules about stretching the screen. Before: After:
Re: TT TEASER! - water rendering and widescreen fix
That is sexy
Omg cool *insert all other remarks by people* Anyways saberhawk is teh gfx pro
Good job Saberhawk
Amazing
insert-(family guy) the clapping and laughing idiotically guy
it looks good compared to the old water but actualy it looks more like chrome
Thats some good work guys
That is beautiful. Thanks, Saberhawk.
are there going to be alot of upgrades to make renegade look good? and maybe a curved surfaces option
Im guessing you need good video card to view this
Very nice , egh from now to friday im not at home (work) Can you get something to make Textures will come out much cooler? just like in the new Games somehow And thanks Crimson now i know how to make Thumbnails lol
This is the BEST renegade update i've EVER seen.. dude that water looks so real, i wanna drink it
BLuel4bel wrote on Mon, 13 April 2009 22:19 This is the BEST renegade update i've EVER seen.. dude that water looks so real, i wanna drink it wont get u drunk
this is awesome effect!!!!!! he is realy ShAdErHaWk!! thank you Crimsy for that show off
EPIC!
This is simply the best. Looking forward to it!
I didn't realise Renegade could look so nice, lol Nice work.
CarrierII wrote on Tue, 14 April 2009 09:45 I didn't realise Renegade could look so nice, lol Nice work. Perhaps because it couldn't before....
i have one question: Water from Islands doesn't have bump maps effect (other maps like singleplayer do) so, that mirrored effect only for islands? or its for all ingame water?
Probably all the water, wouldn't make sense just to make an improvement for one map. Can't wait for the release though guys. Looking good
And here comes the advantage question: ( ) How exactly does the widescreen fix work? As in, does it widen the FOW for people with widescreen monitors? Since there're a few ways of doing this and even though the difference is somewhat small, having the right aspect ratio screen gives you an advantage over others. The solution would be to have the "area" you see to be constant (more technically the solid angle should always be the same). I've made a few quick images to show what I mean. http://img16.imageshack.us/gal.php?g=43issmaller.jpg SO in practice, people with widescreen would see a bit wider image, but people with 4:3 screens would on the other hand see an image that's taller. Hope that makes sense. Anyhow, looks great. Keep up the good work!
MGamer wrote on Mon, 13 April 2009 21:04 it looks good compared to the old water but actualy it looks more like chrome I did what I could to modify C&C_Islands to support this shader enough for reflections, but for the underwater/color support to properly work the level needs a *good* underwater scene, which Islands does not. Hitman wrote on Mon, 13 April 2009 22:01 are there going to be alot of upgrades to make renegade look good? and maybe a curved surfaces option "Curved Surfaces" requires hardware support as it generates *alot* of new polygons for certain meshes (in Renegade, that would be the player models. Around 99% of video cards don't support it in Direct3D 8, and even less in Direct3D 9 (which is what Renegade is using now). Sorry, but curved surfaces just won't happen. SSnipe wrote on Mon, 13 April 2009 22:18 Im guessing you need good video card to view this You'd be surprised. This effect requires a SM2-capable video card, which means GeForce FX series and above on the NVIDIA side, and Radeon 9500 - X600 series and above on the ATi/AMD side. This doesn't mean it'll run blazingly fast, but it'll run. madrackz wrote on Mon, 13 April 2009 22:58 Very nice , egh from now to friday im not at home (work) Can you get something to make Textures will come out much cooler? just like in the new Games somehow And thanks Crimson now i know how to make Thumbnails lol Which textures, and what do you mean by "cooler"? Gator wrote on Tue, 14 April 2009 04:14 i have one question: Water from Islands doesn't have bump maps effect (other maps like singleplayer do) so, that mirrored effect only for islands? or its for all ingame water? Sadly, there isn't one specific water material that's used on every map which this shader can override. Each map needs some work in order to support this shader at all (be it in reflection only mode, or "full" mode) RTsa wrote on Tue, 14 April 2009 06:07 And here comes the advantage question: ( ) How exactly does the widescreen fix work? As in, does it widen the FOW for people with widescreen monitors? Since there're a few ways of doing this and even though the difference is somewhat small, having the right aspect ratio screen gives you an advantage over others. The solution would be to have the "area" you see to be constant (more technically the solid angle should always be the same). I've made a few quick images to show what I mean. http://img16.imageshack.us/gal.php?g=43issmaller.jpg SO in practice, people with widescreen would see a bit wider image, but people with 4:3 screens would on the other hand see an image that's taller. Hope that makes sense. Anyhow, looks great. Keep up the good work! The widescreen fix corrects the aspect ratio of the built in Camera code. Before, it was always initialized at 4/3, and now it's initialized to W/H. The HFOV/VFOV code itself wasn't modified and remains under control of the main battlefield camera (which is controlled by cameras.ini)
Goztow wrote on Tue, 14 April 2009 10:09 This is ... amazing! QFT
[quote title=Saberhawk wrote on Tue, 14 April 2009 05:27] Quote: Sadly, there isn't one specific water material that's used on every map which this shader can override. Each map needs some work in order to support this shader at all (be it in reflection only mode, or "full" mode)
Clearly photoshop. nice
ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second
Are u sure this is still renegade??? Love the new graphics
Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)?
Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though.
Saberhawk wrote on Tue, 14 April 2009 09:57 Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though. if i can help you with something, tell me
Gator wrote on Tue, 14 April 2009 17:36 Saberhawk wrote on Tue, 14 April 2009 09:57 Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though. if i can help you with something, tell me You want to include cheats in TT?
Prulez wrote on Tue, 14 April 2009 15:12 Gator wrote on Tue, 14 April 2009 17:36 Saberhawk wrote on Tue, 14 April 2009 09:57 Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though. if i can help you with something, tell me You want to include cheats in TT? More like he wants to get his hands on an early copy of this
very nice work saber, whats the min type of vid card that can run this soothly....I have onboard nvidia geforce 6150 se 430 nforce
SSnipe wrote on Tue, 14 April 2009 16:18 very nice work saber, whats the min type of vid card that can run this soothly....I have onboard nvidia geforce 6150 se 430 nforce No idea, I only really have higher-end hardware at my disposal to test stuff on.
That water looks awesome, and nice niche on moving up a bit to include the sun-rays XD SSnipe wrote on Tue, 14 April 2009 16:18 very nice work saber, whats the min type of vid card that can run this soothly....I have onboard nvidia geforce 6150 se 430 nforce You buy any card thats around 50 - 60 bux and you should be ok, what u have now was garbage when it came out tbh. Many places still carry older used video cards without the boxes + manuals and stuff so they're fairly cheap. Just the other day I saw a radeon 9600XT (if you have an AGP mobo that is) for 25 bux. Just look around your area, ask a few ppl and you should be able to find a cheap card that can actually be called a graphics card instead of the onboard shit.
Saberhawk wrote on Tue, 14 April 2009 15:14 Prulez wrote on Tue, 14 April 2009 15:12 Gator wrote on Tue, 14 April 2009 17:36 Saberhawk wrote on Tue, 14 April 2009 09:57 Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though. if i can help you with something, tell me You want to include cheats in TT? More like he wants to get his hands on an early copy of this nope, i trying to steal TeH T_T patch ----> http://www.youtube.com/watch?v=MhvxqEbR2h4&feature=channel_page
That water looks great, although this gets me thinking... will it be possible to code the renegirls to be a little 'bouncier' ?
nikki6ixx wrote on Tue, 14 April 2009 21:25 That water looks great, although this gets me thinking... will it be possible to code the renegirls to be a little 'bouncier' ? Lol.
This is epic. Will all the other textures be revised for Renegade? Or most of them perhaps?
This looks awsome, god job guys
EvilWhiteDragon wrote on Tue, 14 April 2009 08:47 CarrierII wrote on Tue, 14 April 2009 09:45 I didn't realise Renegade could look so nice, lol Nice work. Perhaps because it couldn't before.... What I meant was I am suprised that the TT dev can get so much out of the old and (fairly) broken engine.
Saberhawk wrote on Tue, 14 April 2009 17:57 Gator wrote on Tue, 14 April 2009 10:51 Saberhawk wrote on Tue, 14 April 2009 07:02 ErroR wrote on Tue, 14 April 2009 07:35 Clearly photoshop. nice Yeah, except it's photoshopped automagically by your video card around 60 times per second its possible for you to apply that mirrored shaders water effect to all official westwood maps? (maps with water: Field, hourglass, under)? It's possible for it to be applied to any map, it just needs artist intervention. I put it on Islands because that was the easiest one for *me* to do. Islands still needs alot of work on the underwater portion and it's VIS settings in order to fully support this shader though. Mirrors and underwater inc?
JeepRubi wrote on Wed, 15 April 2009 13:47 After: Fixed But where's the harvester
CarrierII wrote on Wed, 15 April 2009 07:07 EvilWhiteDragon wrote on Tue, 14 April 2009 08:47 CarrierII wrote on Tue, 14 April 2009 09:45 I didn't realise Renegade could look so nice, lol Nice work. Perhaps because it couldn't before.... What I meant was I am suprised that the TT dev can get so much out of the old and (fairly) broken engine. Wait, are you suspecting that this is the higher end of what we can do? JeepRubi wrote on Wed, 15 April 2009 07:47 Crimson wrote on Mon, 13 April 2009 19:33 After: Fixed Wow, washed out dull colors and grey; Amazing!
JeepRubi wrote on Wed, 15 April 2009 13:47 Crimson wrote on Mon, 13 April 2009 19:33 After: Fixed Actually Jeep, what are you hiding in teh top left corner? Do I smell some *cheat name removed*?
Saberhawk wrote on Wed, 15 April 2009 23:07 CarrierII wrote on Wed, 15 April 2009 07:07 EvilWhiteDragon wrote on Tue, 14 April 2009 08:47 CarrierII wrote on Tue, 14 April 2009 09:45 I didn't realise Renegade could look so nice, lol Nice work. Perhaps because it couldn't before.... What I meant was I am suprised that the TT dev can get so much out of the old and (fairly) broken engine. Wait, are you suspecting that this is the higher end of what we can do? Wait, so you can top doing water that rivals the water from recent games?
hatstand wrote on Wed, 15 April 2009 11:15 Saberhawk wrote on Wed, 15 April 2009 23:07 CarrierII wrote on Wed, 15 April 2009 07:07 EvilWhiteDragon wrote on Tue, 14 April 2009 08:47 CarrierII wrote on Tue, 14 April 2009 09:45 I didn't realise Renegade could look so nice, lol Nice work. Perhaps because it couldn't before.... What I meant was I am suprised that the TT dev can get so much out of the old and (fairly) broken engine. Wait, are you suspecting that this is the higher end of what we can do? Wait, so you can top doing water that rivals the water from recent games? Don't put words in my mouth
Anything graphical, models, textures etc can be changed in the engine quite easily. Renegade doesn't support water reflections *at all* so this is all added in. The only thing that isn't easy is actually coding the effects
RoShamBo wrote on Wed, 15 April 2009 12:10 Anything graphical, models, textures etc can be changed in the engine quite easily. Renegade doesn't support water reflections *at all* so this is all added in. The only thing that isn't easy is actually coding the effects Or getting good artists to make the assets used by said effects
Prulez wrote on Wed, 15 April 2009 18:00 JeepRubi wrote on Wed, 15 April 2009 13:47 After: Fixed But where's the harvester and ref ?
nice an all but nearly a year has past and all weve got to see is a shitty screenshot?
DrasticDR wrote on Wed, 15 April 2009 15:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Yup, sounds just like renforums. Instead of showing you guys nothing, we showed you something that was nowhere remotely possible on the Renegade engine before and now it's being called a "shitty screenshot."
Saberhawk wrote on Wed, 15 April 2009 22:23 DrasticDR wrote on Wed, 15 April 2009 15:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Yup, sounds just like renforums. Instead of showing you guys nothing, we showed you something that was nowhere remotely possible on the Renegade engine before and now it's being called a "shitty screenshot." At least you have informed the people that do care. Whoever does not or just pretends to not care can say what they want, this update just owns.
TD wrote on Wed, 15 April 2009 16:40 Saberhawk wrote on Wed, 15 April 2009 22:23 DrasticDR wrote on Wed, 15 April 2009 15:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Yup, sounds just like renforums. Instead of showing you guys nothing, we showed you something that was nowhere remotely possible on the Renegade engine before and now it's being called a "shitty screenshot." At least you have informed the people that do care. Whoever does not or just pretends to not care can say what they want, this update just owns. Yeah, I found this pretty damn cool, and if you know what you're talking about, then its obvious TT is well worth the wait.
u6795 wrote on Wed, 15 April 2009 13:43 TD wrote on Wed, 15 April 2009 16:40 Saberhawk wrote on Wed, 15 April 2009 22:23 DrasticDR wrote on Wed, 15 April 2009 15:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Yup, sounds just like renforums. Instead of showing you guys nothing, we showed you something that was nowhere remotely possible on the Renegade engine before and now it's being called a "shitty screenshot." At least you have informed the people that do care. Whoever does not or just pretends to not care can say what they want, this update just owns. Yeah, I found this pretty damn cool, and if you know what you're talking about, then its obvious TT is well worth the wait. Agreed
Saberhawk wrote on Wed, 15 April 2009 22:23 DrasticDR wrote on Wed, 15 April 2009 15:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Yup, sounds just like renforums. Instead of showing you guys nothing, we showed you something that was nowhere remotely possible on the Renegade engine before and now it's being called a "shitty screenshot." Aye, fucking respectless.
Saber, fuck what people say the work you guys are doing is awesome beyond awesome on renegades life fuck these nerds who trash all the work you guys are doing
DrasticDR wrote on Wed, 15 April 2009 14:29 nice an all but nearly a year has past and all weve got to see is a shitty screenshot? Wow someone is unappreciative, bitter, disrespectful a total douche bag.
of course it is going to be worth the wait. we have nothing else to wait for but im not going to get my ballstick out (like the rest of you) for a screenshot of water in a game that will always look like ass. i just hope that the potential fix against cheaters and map downloader hasnt been delayed because of a bit of unnecessary bling.
DrasticDR wrote on Wed, 15 April 2009 18:14 of course it is going to be worth the wait. we have nothing else to wait for but im not going to get my ballstick out (like the rest of you) for a screenshot of water in a game that will always look like ass. Some of us don't feel that way, which is why this work is being done. DrasticDR wrote on Wed, 15 April 2009 18:14 i just hope that the potential fix against cheaters and map downloader hasnt been delayed because of a bit of unnecessary bling. And, uh, why would those be delayed? As it's been explained plenty times before, features in progress by one subteam don't affect the progress of features by another.
I assure you that the work on this has not affected any essential work.
DrasticDR wrote on Wed, 15 April 2009 18:14 of course it is going to be worth the wait. we have nothing else to wait for but im not going to get my ballstick out (like the rest of you) for a screenshot of water in a game that will always look like ass. i just hope that the potential fix against cheaters and map downloader hasnt been delayed because of a bit of unnecessary bling. 1, people working on 1 part of the patch (ie the graphix) are not responsible for the anti cheat part of it, so they're working in tandem, NOT on 1 thing at a time, that would be retarded... use your head plx 2 this unnecessary bling, as you put it, is what is going to bring new players to ren, since most of the gamers are retarded and go for looks over gameplay, but once they realize ren is teh pwnage game they will hopefully stay. Again use your head plx. oh and, *insert bashing comment here* asshole. :/
all very well then. i am appreciative about what is being done, despite what someone else thinks. ive done well to hold my patience in this project up until this moment. it is just a little disappointing (to my understanding) this is the closest thing to an official update weve had since the project was announced.
DrasticDR wrote on Wed, 15 April 2009 18:55 all very well then. i am appreciative about what is being done, despite what someone else thinks. ive done well to hold my patience in this project up until this moment. it is just a little disappointing (to my understanding) this is the closest thing to an official update weve had since the project was announced. The problem with updates of any sort is that if a feature isn't finalized and we discuss it (or show screenshots for that matter ) then it's pretty much 'set in stone' and we can't do major updates to it anymore otherwise we'd disappoint anybody who wanted it "exactly the way you had it in the screenshot."
very nice! Renny look horrible on my 22" >_<
Nice water there, now I wonder, how does it work? I mean, how do you create water now? (don't think it's done through renx now is it?) Ore like the unreal engine.
It works by magic, and some mathematical formulas, which is basically the same .
Ghostshaw wrote on Thu, 16 April 2009 11:28 It works by magic, and some mathematical formulas, which is basically the same . I know (magic?) but can you make your own water shader?
The water looks extremely sexy but is it possible that these new effects entirely outclass what is left of the original parts?
i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out (p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that
if they'd show screen shots and stuff from every step they do this would delay it bad, and many questions would appear
This is friggin awesome guys, keep up the way past cool work
Obiously magic...
This is truly awsome. This has made me look more forward to the TT patch.
windscreen fix? Even for 1920*1080 ? Nice job for the water but I think you knew already what I was thinking of that Saber.
LR01 wrote on Thu, 16 April 2009 03:39 Nice water there, now I wonder, how does it work? I mean, how do you create water now? (don't think it's done through renx now is it?) Ore like the unreal engine. You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go. TexCore wrote on Thu, 16 April 2009 07:15 i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out (p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing). Renardin6 wrote on Thu, 16 April 2009 17:39 windscreen fix? Even for 1920*1080 ? Nice job for the water but I think you knew already what I was thinking of that Saber. Well, it works for 1920x1200, obviously it also works for 1920x1080
Saberhawk wrote on Thu, 16 April 2009 16:55 TexCore wrote on Thu, 16 April 2009 07:15 i will made new cool looking not repeated water texture for that , ofcorse after Tiberian Technology's script 4.0 is came out (p.s. on that teaser screenshot you can see ''water's repeated texture...) i hate that The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing). sad, sorry for that
TexCore wrote on Fri, 17 April 2009 03:45 Saberhawk wrote on Thu, 16 April 2009 16:55 The water shader hasn't been tweaked for Islands yet (and in any case, the "water texture" is a very complicated math equation encoded into a texture and is not something to be editing). sad, sorry for that Don't be. Even if you could easily edit it (and still have it be correct), it's effect is barely noticeable on the shader's output.
We're working on some other updates for you. I just wanted to get something out there for you guys. Unfortunately I can't show you a screen shot of anti-cheat stuff, but whenever the team shares something that you can see and appreciate, I'll share it. Many of you guys don't understand what a massive undertaking this is. Many parts of the engine are being recoded from scratch. We think it's important not to lose the "look and feel" of the classic Renegade we know and love. Subtle things like the distances between buildings, placement of certain structures used for cover. We don't want to lose those things. We just want to make the current game work better, with as few bugs as possible. (Hopefully no bugs, but that could very well be a pipe dream) We are trying to achieve the perfect compromise between those who oppose change and those who don't and make you both happy.
hmmm i see a post crimson made 10 months ago, it said: "Alot is already done" that was 6 months after TT started working on this patch, or so u said... so i assume there's a delay here?
Saberhawk wrote on Thu, 16 April 2009 23:55 LR01 wrote on Thu, 16 April 2009 03:39 Nice water there, now I wonder, how does it work? I mean, how do you create water now? (don't think it's done through renx now is it?) Ore like the unreal engine. You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go. ah, then something more (say if I to far away from the topic) no changes on the W3D plugin?
LR01 wrote on Fri, 17 April 2009 09:03 Saberhawk wrote on Thu, 16 April 2009 23:55 LR01 wrote on Thu, 16 April 2009 03:39 Nice water there, now I wonder, how does it work? I mean, how do you create water now? (don't think it's done through renx now is it?) Ore like the unreal engine. You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go. ah, then something more (say if I to far away from the topic) when I would make a plane then, I could use the shaders to make "water" of it, but also to make a "mirror" ore "exhaust famues" of it. I assume that happens on the material name assigned to that plane? For backwards compatibility purposes, it likely could (the shader would need a "UsesMaterialNameAttachment" or "UsesTextureNameAttachement" flag set to true on it.) The proper way of attaching shaders in scripts 4.0, however, is to set the "Shader" mapper argument for the material. The mapper arguments is where you put things like UPerSec, and VPerSec. Attaching shaders this way allows them to bypass the name lookup entirely and put far less stress on the CPU.
Toggle Spoiler Saberhawk wrote on Fri, 17 April 2009 15:09 LR01 wrote on Fri, 17 April 2009 09:03 Saberhawk wrote on Thu, 16 April 2009 23:55 LR01 wrote on Thu, 16 April 2009 03:39 Nice water there, now I wonder, how does it work? I mean, how do you create water now? (don't think it's done through renx now is it?) Ore like the unreal engine. You first make "stock" water (aka water that'll appear if shaders aren't supported). On that water, you add a few (new) mapper arguments that tell it to be disabled if a certain shader is support. Then you create the new water plane with regular unwrapping and add a few other mapper arguments (like "Shader=<shader name>") to actually set the shader and do a bit of other needed magic to turn it off completely if the shader isn't supported. Then you hook up some other entries in other files and you are good to go. ah, then something more (say if I to far away from the topic) when I would make a plane then, I could use the shaders to make "water" of it, but also to make a "mirror" ore "exhaust famues" of it. I assume that happens on the material name assigned to that plane? For backwards compatibility purposes, it likely could (the shader would need a "UsesMaterialNameAttachment" or "UsesTextureNameAttachement" flag set to true on it.) The proper way of attaching shaders in scripts 4.0, however, is to set the "Shader" mapper argument for the material. The mapper arguments is where you put things like UPerSec, and VPerSec. Attaching shaders this way allows them to bypass the name lookup entirely and put far less stress on the CPU. cool, makes things easier to do. now something else, it reflects everything? (I mean, rockets and explosion and such to?) (ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly)
LR01 wrote on Fri, 17 April 2009 11:06 cool, makes things easier to do. now something else, it reflects everything? (I mean, rockets and explosion and such to?) (ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly) Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc!
Saberhawk wrote on Fri, 17 April 2009 10:15 LR01 wrote on Fri, 17 April 2009 11:06 cool, makes things easier to do. now something else, it reflects everything? (I mean, rockets and explosion and such to?) (ueh, the meaning of the spoiler was only the hide the big quote, seems like I don't know how to use it properly) Definitely! Rockets, explosions, dazzles, lights, the sky, clouds, etc! ?