Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Postprocess Lightray

Author
Message
cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 28th Jun 2012 02:48
The Postprocess=3 Lightray looks really awesome.
But, if you choose it instead of Bloom or Field Depth, it causes the other Postprocess effects to stop working.
Meaning, effects like "Filmgrain" that can be triggered by player marker will not take place.
Is it possible to have the same Lightray effect as a trigger option in the Postprocess folder, that could be used along with Postprocess=1 or Postprocess=2?

Thanks.
Dark Goblin
20
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 28th Jun 2012 23:09
Try postprocressing=4...

that no one knows that I implemented a way to use Rays AND bloom together...

cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 29th Jun 2012 04:07
Hi Dark Goblin,
The rays really are a beautiful effect.
With "4" can the other post process effects be turned on/off in-game using player trigger zones?
I'll give it a try.
Thanks.
cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 29th Jun 2012 06:35
Ok, tried postprocess=4 but it still does not allow trigger zone to turn on other postprocess effects. Perhaps if the lightray were provided as a postprocess effect like those in the folder then it could be turned on/off as needed?
uzi idiot
Valued Member
16
Years of Service
User Offline
Joined: 27th Dec 2009
Location: Who Knows?
Posted: 29th Jun 2012 10:17
He means in the setup.ini

If something compiles on the first try. Something is terribly wrong.
TIMON
14
Years of Service
User Offline
Joined: 28th Aug 2011
Location: France
Posted: 29th Jun 2012 15:31
So me too I have a question in this regard, the postprocessing effects are really great I tested them all using the command postprocessing=1 or 2 or 3, but I want them all at the same time (bloom + depth of field + light ray), is there a way to do that?

thanks
Ertlov
19
Years of Service
User Offline
Joined: 18th Jan 2007
Location: Austria
Posted: 29th Jun 2012 16:13
yes, if you write a custom PP shader that does the tricks combined.

Come to where the madness is:http://www.homegrowngames.at
TIMON
14
Years of Service
User Offline
Joined: 28th Aug 2011
Location: France
Posted: 29th Jun 2012 16:26
Quote: "yes, if you write a custom PP shader that does the tricks combined."


How? Can you help please!
Dark Goblin
20
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 29th Jun 2012 18:33
Basically it's simple.
PP=3 is LightRay only
PP=4 is LightRay + Bloom.
If you rename the bloom shader and put in the DoF shader and name it as bloom, you get the DoF effect.
If you would now be able to combine the bloom and dof shader, than you would get both effects.

And it doesn't surprise me, that the trigger system does not work with LightRays, as no one of TGC or the developers asked me about how I created the rendering system and so I'm not surprised they haven't adjusted it to work with the new shader trigger system. So it's not possible. Good to know

maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 29th Jun 2012 20:19
its a really nice effect, gobo. question: lightray comes from n/w-corner, illu-shader reflect them, but how to change position of the rays, lets say s/e or from middle top? i havent looked into the shader-fx yet.

cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 30th Jun 2012 02:06
page up/page down can adjust the rays in the game.

Goblin- I think it is strange for such an amazing effect to get overlooked. Yes I understand there are some environment issues, but that is exactly the reason I was hoping to see it as a stand alone post-process that could be triggered. I personally don't care about bloom or dof. But, the addition of changing from nightvision to old movie reel is fundamental to some ideas I have. Seems crazy to have someone implement the time to make the rays look so beautiful and not be able to change from that to something else.
Imagine one level in the game going from outside Day into a room with the sun angle set high, the windows casting long shadows into the room from 2 stories high, and the haze angling down. Complete the level and next one loads and we step outside with refract and it is raining.
Anyway, beautiful job on it- should be a staple used with the engine.
Dark Goblin
20
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 30th Jun 2012 12:25 Edited at: 30th Jun 2012 12:36
It`s like I knew it before
FPSC Devs have forgotten half of the things I created for the "LightRay Mod" and just implemented them into their FPSC version. No Scripts inserted to the files etc.

I don't know if they even added the scripts I had in my version into the source code, but attached to this post you find the script files which should control the light rays.

"plrinzone_activatebloom" - If player walks into trigger zone, the bloom gets activated
"plrinzone_activatelightrays" - If player walks into trigger zone, the light rays get activated

(The corresponding "deactivate" scripts just deactivate the effect. You can have both effects active at runtime and the script control them individualy [just use posprocessing=4 in setup.ini]).

"plrinzone_deactivedebug" - Should be placed at player start for final game, as it deactivates the page up/down control to rotate the light rays in-game

"plrinzone_positionlightrays" - Changes the position of the lightrays based on the "lrayset=" vaule in the script. lrayset=0 should be straight up in the edior (not sure so, it's a long time)-


@cds1234:
I told in the forums many times, that I didn't like the way the light ray addition was handled by the developers. I offered help more than 1 time but noone asked and as I#m not part of the official team, I cannot commit my work into the official FPSC version. A shame I know, but no way to change it from my positon.

EDIT:
And it's still not really known that for the light rays you need to have a shader on every object in your scene and add a special renderpath to it like so:

Variable declaration:


Pixel Shader:


Render technique:


If you don't understand what I'm talking about, a while back I created a video for this basics. You can find it here:

http://www.youtube.com/watch?v=T-NLKjLPC8k&feature=plcp

cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 1st Jul 2012 05:04
That's really helpful.
I will study all of this. It deserves the attention.
Yeah, I went back and read all of the development process you did and was watching how it should make it into 1.19 and then... nuttin!
Weird to overlook when adding the post process-I'm a fan for sure.
Thanks again!
The Zombie Killer
15
Years of Service
User Offline
Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 1st Jul 2012 05:24
@Dark Goblin
You could contact Scene Commander with your fixes and he could implement them

-TZK

cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 1st Jul 2012 08:26
Thanks once again.
Turning on/off in post-process working for bloom and lray as mentioned, but still prevents any other load-in-trigger zone post process effects from working (they work with =1,2 but not 3,4).
Can deactivate bloom or ray and then activate any others and they do not activate.
cds1234
15
Years of Service
User Offline
Joined: 30th Apr 2011
Location:
Posted: 1st Jul 2012 09:04
Watched the video. Also watched the dyn. shadow demonstrations. Amazing work. Can't believe these aren't being placed at top importance for current beta. I've been trying to make the bond viral shadow thing work with d2, d, i, n, s, etc. Fine for other characters, but needed for box/ceiling fan, mood-setting items not characters. Anyway- beautiful work. I'd love to learn how to make the shadows in 1.2.02

Login to post a reply

Server time is: 2026-07-04 21:58:17
Your offset time is: 2026-07-04 21:58:17