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DarkBASIC Professional Discussion / The Ultimate Shader Thread.

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PiratSS
21
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Joined: 18th Oct 2002
Location:
Posted: 8th Nov 2004 01:34
bump
Tartopom
19
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Joined: 27th Jun 2004
Location:
Posted: 23rd Nov 2004 19:09 Edited at: 23rd Nov 2004 19:11
Hello,

I've tried the cartoon shader, and I've a problem. When, I look a shot of XIII, all the edge are perfeclys shown, but on my model it depends. (for instance the mouth don't appear correctly). I don't why, but if somebody can tell me what I'm doing wrong.

Moreover, I've test the cartoon shader onto a cube, and I don't understand why the edge are not inked..., but it appear black onto the faces.

http://www.gamedb.com/games/01225/screen2_lg_01225.jpg

As a reference...
Tartopom
19
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Joined: 27th Jun 2004
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Posted: 25th Nov 2004 20:58
Nobody?
Preston C
20
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Joined: 16th May 2003
Location: Penn State University Park
Posted: 25th Nov 2004 22:31
I'm thinking that the models in XIII were specially modelled to allow that. Your model probably isn't, so try learning how the cartoon shader does what it does, then model your model accordingly so you can get the effect you want.

Cheers,
Preston


Because I Can Dammit!
Prayne de crabug ahm rinedere be-yogt iglo kes gron
Tartopom
19
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Posted: 26th Nov 2004 00:28
I'll Try, Thx Preston
Chris K
20
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Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 26th Nov 2004 02:35
I'd love it if someone posted a screenshot of a HL2 style water shader running in DBPro.
David R
20
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Joined: 9th Sep 2003
Location: 3.14
Posted: 12th Jan 2005 21:41
This post would be much more useful if 'Leyvin ' didn't post: He is such a total idiot, he cannot realise when people are trying to teach each other! Everyone would learn something useful if you just
f*<<SERVER REMOVED CONTENT OF THIS SENTENCE>>>*t.

Quote: "No matt, i ment exactly what i said.
This thread is a pure mess right now, and a proper replacement is on the way.
"


yeah - guess who made it a mess!

<html>
<img src="http://www.freewebs.com/lightningstudios/lightningstudios_logo.jpg" border=0 />
</html>
Final Epsilon
20
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Joined: 26th Jan 2004
Location: CA, USA
Posted: 13th Jan 2005 11:04 Edited at: 13th Jan 2005 11:04
Quote: "Posted: 25th Nov 2004 13:35 "


Wow... you ressurected a dead thread just to flame someone? o.O That's kinda mean. :-P

<runs from flaming zombie thread>
that dude
20
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Joined: 1st Jan 2004
Location: USA
Posted: 16th Jan 2005 11:57
@ninja matt
i cant get the hologram shader to work. i got everything else to work though. i have a gfx5200. oh, and they are all fantastic.

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
Morcilla
21
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Joined: 1st Dec 2002
Location: Spain
Posted: 29th Jan 2005 22:43 Edited at: 29th Jan 2005 22:43
Hi, I solved my problem -9 posts above- (although not tried with "Metal11.fx").

I added a value at the alpha channel of RGBA inside the PS (from 0=transparent to 1=opaque), and used these render states:

AlphaBlendEnable = true;
SrcBlend = SrcAlpha;
DestBlend = ONE;
// (Usually: )
// DestBlend = InvSrcAlpha;
BlendOp = Add;
ZEnable = true;
ZWriteEnable = false;
CullMode = None;

No texture with alpha channel needed then.

(Just want you to know. That makes this community much more sense.)

Regards.
that dude
20
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Joined: 1st Jan 2004
Location: USA
Posted: 30th Jan 2005 03:59
whoa!
i just discovered something that will solve a ton of problems! as most of you know, when you use object that were exported from cirtain programs (gamespace, cartography shop, etc..) dbp lights dont work on it for some reason, which means no real time lighing. however, ninja matts normal mapping fx file (the latest one) can do real time lights on any object, regardless of poly count, without a normal map or anything. if you just set the thing up like so:
then set it to an object, and calculate the positions of the lights you want (and set up their color and stuff)then vwala!it will handle the lighting for you.

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
that dude
20
Years of Service
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Joined: 1st Jan 2004
Location: USA
Posted: 30th Jan 2005 04:26 Edited at: 9th Feb 2005 04:44
here is a pic of 'matt lighting '


http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller

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