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DarkBASIC Professional Discussion / Shaders at www.cgshaders.org, can we use them in Pro?

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Preston C
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Location: Penn State University Park
Posted: 16th Oct 2003 23:51
Well, can we, and if not, anyone know of any sites that have license free shaders for use in Dark Basic Pro programs? And please dont say the Dark Basic Developers Network, I havent signed up for them yet.


Neophyte
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Posted: 17th Oct 2003 00:14 Edited at: 17th Oct 2003 00:17
In a word, Yes. IF you make some modifications to them.

[Edited] You usually have to port them over to the .fx file format which, depending on the shader is usually not to difficult. Also, while I think of it, you probably have to use the media that is included with them to get the desired effect.
Preston C
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Posted: 17th Oct 2003 00:23
Quote: "In a word, Yes. IF you make some modifications to them.
"


Ugh, that means I have to go into ASM, right?


Neophyte
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Posted: 17th Oct 2003 01:21
"Ugh, that means I have to go into ASM, right?"

No.
Preston C
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Posted: 17th Oct 2003 01:25
yay, any tutorials on how to do this?


Neophyte
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Posted: 17th Oct 2003 01:51
"yay, any tutorials on how to do this?"

I'm working on one.

In the mean time, you can find an example of the file format here:

http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnhlsl/html/shaderx2_introductionto.asp

The part you'll be interested in is toward the bottom. You can use the Integration into an Engine without using the D3DX effects link at the top to get close to it. Once you have clicked on it, scroll up a little bit till you get to the sub-section entitled: Effect files.

It also wouldn't hurt to read the rest of the article as it does explain a lot of both the .fx file format and HLSL the language which will be necesarry in converting those shaders into something usable in DBPro.

Hope this helps.
Shadow Robert
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Posted: 17th Oct 2003 06:09
yes you can, all it require is that you declare what your going to use throughout the program and then change the refferences in the program accordingly.

and most of then you can't use the supplied media because last time i checked DBP supported niether nvidia mesh binary (nmb) or normap mesh format (nmf) natively ... unless i've missed the 5.2 update which does this

really the hassle to convert them is far to great, and most of them don't even work off the bat anyways - which is most annoying sitting there for several bloody hours debugging someone elses work because even the damn exe of it doesn't flipping work.
i mean its one thing to put up buggy source its another to put up a binary that doesn't frikkin' work!

checkout the .fx that come with DBP though to see how you'll need to change them though.

Preston C
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Posted: 17th Oct 2003 14:37
ok then, thanks guys


Neophyte
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Posted: 17th Oct 2003 21:42
@Raven

"and most of then you can't use the supplied media because last time i checked DBP supported niether nvidia mesh binary (nmb) or normap mesh format (nmf) natively "

Ummm...what the hell are those? If you mean the .nvb file format you are gravely mistaken because the only shaders that I found on cgshaders.com that used that were the Hologram/Meltdown/Warpspeed effect, the Cartoon Rendering shader, and an Anistropic ward shader. I'd hardly call that "most of then". Besides, if I remember correctly there is a 3DS exporter floating about on Nvidia's site for it so its a mute point.
Shadow Robert
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Posted: 18th Oct 2003 19:54
you remember incorrectly... there is a 3dsmax nvb/nmb exporter (same format, just one is specific for ogl), but there is no exporter for 3ds from the nmb format.
and nmf is ATi's

both are particularly annoying formats to load and use - and most effects on the cg site are volume lighting, shadows, matrices fur/grass, etc... i've seen very little effects that aren't setup for specific objects - which kinda makes most pretty useless for anything other than specific tasks.

you might be thinking of the nvsdk/cg toolkit's 3rd parties shaders - they're mostly those kinds of effects

Neophyte
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Posted: 19th Oct 2003 08:25
@Raven

"you remember incorrectly... there is a 3dsmax nvb/nmb exporter (same format, just one is specific for ogl), but there is no exporter for 3ds from the nmb format."

What? Ok, I'm confused. First you say that there is a 3ds exporter for nvb/nmb(I still haven't seen this format anywhere).
Quote: "there is a 3dsmax nvb/nmb exporter (same format, just one is specific for ogl), "

That is precisely what I said(minus the nmb bit).Quote from me:
Quote: " Besides, if I remember correctly there is a 3DS exporter floating about on Nvidia's site "

Those two statements seem to agree with each other. But then you say there is no 3ds exporter:
Quote: "but there is no exporter for 3ds from the nmb format."
"
First you go on to say that I'm right. Then wrong. Which is it? Or do you mean exactly what I think you mean. That there is no nmb format exporter but a nvb exporter. In that case, How was I remembering incorrectly?

"and nmf is ATi's "

Ahhh. I see. I thought you meant it was Nvidia's. I was looking in the wrong place. However, there aren't any shaders on that site using that format. Not even one.

"both are particularly annoying formats to load and use - and most effects on the cg site are volume lighting, shadows, matrices fur/grass, etc... i've seen very little effects that aren't setup for specific objects - which kinda makes most pretty useless for anything other than specific tasks."

True.
Shadow Robert
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Posted: 19th Oct 2003 19:53
no you said 3DS exporter... 3DS is the 3D Studio Format, if you ment Max then damn well say MAX!
But what the hell good is an exporter for a format that DBP DOES NOT USE? if it were and importer then it would make sense, but it is an exporter ONLY.

if you don't wish to be mis-understood then please try to keep your terminology correct.
as for nmf ... there are ALOT of shaders that use it because it has builtin normal mapping - essentially what Doom3 uses, is a very useful tool.
but generally only OpenGL again, which is pretty annoying.

Neophyte
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Posted: 20th Oct 2003 03:24
@Raven

"no you said 3DS exporter... 3DS is the 3D Studio Format, if you ment Max then damn well say MAX!"

You knew exactly what I meant. If you thought I meant a exporter to the 3DS format then why did you say this:
Quote: "there is a 3dsmax nvb/nmb exporter (same format, just one is specific for ogl), but there is no exporter for 3ds from the nmb format."


You mention a Max exporter twice. If you didn't think I meant Max then why did you pretend that I did? Or are you just trying to save face for that goofy error in logic that you made?

"But what the hell good is an exporter for a format that DBP DOES NOT USE?"

Its called 3D Exploration. Learn it. Live by it.(Oh and incase you get confused, 3D exploration is a file format converter. It can change a 3DS file(which support in DBPro for it is, at the moment, a bit dodgy from what I hear) into another file format like, oh, say, .X(Which DBPro does support and pretty well). Hence, this is why I mention the 3DS max exporter on Nvidia's website. 3DS is a popular format and once you get the models into it one should have no trouble at all finding an appropiate converter.

"if you don't wish to be mis-understood then please try to keep your terminology correct."

It is the proper terminology. You even used it yourself.
Quote: "but there is no exporter for 3ds from the nmb format.
"

"as for nmf ... there are ALOT of shaders that use it because it has builtin normal mapping "

As for nmf I'll take your word for it that there are a lot of shaders that use it. However, since there are no shaders on the cgshaders.com website that use it then what exactly is the relevence of mentioning it in this thread? Read the title: Shaders at www.cgshaders.org, can we use them in Pro? (Oh, and by the way, there is a 3DS exporter for nmf in the ATI sdk. )

" essentially what Doom3 uses, is a very useful tool."

How did you find this out?

"but generally only OpenGL again, which is pretty annoying."

I don't think there is anything in the file format that prevents it from being used in DirectX so worry not.

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