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Fullscreen shaders

by demonicpriest23 on 05/15/2007 06:36, 27 messages, last message: 05/21/2007 23:07, 8932 views, last view: 05/04/2024 12:55

Just wondering if anyone here knows how to make new fullscreen shaders or edit existing ones. The main thing I want to do is stuff like color switches, like the one they already have. i hope it doesnt take too much hard programming...

-DemonicPriest (2/3=0.666)
-The original asshole

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#8: Re: ..

by absinth on 05/18/2007 01:33, refers to #5

>That shader looks so cool Der/Nalia. :D

yes it looks cool ;o)
a screenshot for those that can't get it to work:

http://tinyurl.com/32oxbk

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#9: Re: ..

by demonicpriest0104905 on 05/18/2007 01:58, refers to #7

Yeah, my card supports it. I can run bloom and all the other ones it comes with. I can run bloom in some maps with a 1280 res and max settings and get 30 fps, and otherwise I get shitloads higher FPS, so I have a pretty good card (although Sauer is a resource whore, I gotta say- Farcry runs top setting high res and gets almost double that FPS...)

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#10: Re: ..

by Passa on 05/18/2007 02:29, refers to #9

Yeah and Far Cry doesn't have quite the same number of advanced features that Sauerbraten has. You're comparing apples and oranges there (and anyway, its an isolated problem, because I get sub 80 FPS in Far Cry and 199+ in Sauerbraten).

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#11: ..

by Der/Nalia on 05/18/2007 04:06

Here are some more screenshots with some maps my team has done... with before and after

http://ss.faithnation.com/media/Screenshots/Unnamed.html

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#12: ..

by demonicpriest0104905 on 05/18/2007 04:54

Oh yeah, and share your shaders (because I suck at programming- I tried it. I pretty much said "wtf" after I saw gibberish, and Sauer-script is even more gibberish)

/R/ cell shading effect

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#13: Re: ..

by Acord on 05/18/2007 15:23, refers to #12

Did you recompile the code?

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#14: ..

by demonicpriest0104905 on 05/18/2007 19:27

I just copy and pasted it

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#15: Re: ..

by SanHolo on 05/19/2007 06:29, refers to #14

Well, without recompiling your code ist not even in the game. ;)

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#16: ..

by demonicpriest1981905108975 on 05/19/2007 06:44

Uh how do I recompile it?

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#17: Re: ..

by baby rabbit on 05/19/2007 14:53, refers to #16

urm... stdshader.cfg is read each time the game launches, there is no need to compile anything else if you're just editing it.

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#18: Re: ..

by kurtis84 on 05/19/2007 16:40, refers to #17

We shouldn't need to be editing stdshader.cfg ( or anything in the /data dir ). The proper method of adding in new shaders, is to use a map.cfg. This won't work with the fullscreen shaders, so I suppose it's the only way?

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#19: ..

by demonicpriest1981905108975 on 05/19/2007 20:41

Still doesnt work -.-

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#20: Re: ..

by shadow,516 on 05/19/2007 20:54, refers to #18

it works just fine in a map.cfg

copy pase it at the end, and voila

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#21: Re: ..

by kurtis84 on 05/20/2007 02:08, refers to #20

I think the object of a full screen shader, is to not be map specific...putting it in a map file requires loading that map, and the effect will not be in any other maps.

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#22: ..

by ethan592 on 05/20/2007 04:26

the bump mapping is what allows the edges to be highlighted like that. there is prolly a cheaper way to do it but w/e

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#23: another example

by baby rabbit on 05/20/2007 14:18

An old trick - very cheap, super blur!

shader 0 "blur" [ @fsvs END ] [
@fsps
TEMP dtc, sample2;
MAD dtc, sample, 0.1, 0.7;
MUL dtc, fragment.texcoord[0], dtc;
FRC dtc, dtc;
MAD dtc, dtc, 64, -32; //blur offset
ADD dtc, dtc, fragment.texcoord[0];
TEX sample2, dtc, texture[0], RECT;
MOV result.color, sample2;
END
]

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#24: Re: another example

by baby rabbit on 05/20/2007 14:21, refers to #23

Damn - where's the edit post button?
Lets make that a little more efficient...

shader 0 "blur" [ @fsvs END ] [
@fsps
TEMP dtc;
MAD dtc, sample, 0.1, 0.7;
MUL dtc, fragment.texcoord[0], dtc;
FRC dtc, dtc;
MAD dtc, dtc, 64, -32; //blur offset
ADD dtc, dtc, fragment.texcoord[0];
TEX result.color, dtc, texture[0], RECT;
END
]

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#25: ..

by Der/Nalia on 05/21/2007 03:32

nice blur.. i think it might be a bit much though....

it would be nice if we could change the fullscreen shader effect during gameplay... say... when you get hit... blurry vision for a couple seconds?

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#26: Re: ..

by ethan592 on 05/21/2007 20:32, refers to #25

should be easy enough to add. if you can change it with console no reason why you cant control it via code. there are a few easier ways i can think of that might be cheaper than using a shader...

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#27: ..

by demonicpriest19706151777625176956157695068920658210658392115 on 05/21/2007 23:07

Oh at the end..? I put it around the beginning in metl4 where it said something like "startup shader"

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