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Shade-C v0.90 released #230436
10/05/08 14:56
10/05/08 14:56
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
I finally completed version 0.90 of Shade-C.
You can grab the new version at http://shadec.project-havoc.com

NOTE: Shade-C v0.90 is NOT compatible with older versions. I'm sorry, but to make Shade-C more userfriendly, some changes had to be made and the framework had to be rewritten.

Quote:

Recent changes:
v0.90
- Complete rewrite of the framework. Module based. Should be a lot more userfriendly now
- Bloom shader now has dynamic exposure control (one step further to real HDR-R)
- Fixed wrong tabvalues in the bloom's blur passes. Looks way better now
- Blur pass for the depth-of-field effect is now correctly up- and downsampled. Blurred regions look less "crispy" now. No more "pixelflickering".
- Volumetric Particles added.
- "All-in-One" Object-Shader added. Currently supports:
# Diffuse Lighting (up to 5 lights)
# Specular Lighting
# Environment Mapping
# Normalmapping
# Velvety Effect
# Teamcolor
# (animated) Luminancemap
# Shadowmap (uses 2nd UV Skin)
- Object-based heat-haze shader added. Supports colormap on 2nd Skin
- Object-based glass shader added. Supports Colormap on 2nd Skin
- Toon shader added. Supports Normalmap(RGB) + Hatchmap(A) on 2nd Skin
- Multitexturing shader added. Supports Normal- and Specularmaps
- Oceanshader with dynamic shoreline support and 3D-Waves added
- updated manual











I wont't be able to give much support during the next week as university is starting and i don't have internet access at my new appartment at the moment. There's internet access at the university though, so i can at least read your comments and answer your feedback smile

I really hope this version is of more use than the last one, especially as it's now module based and more userfriendly.

If you like my work, please make a small donation at the website smile

cheers

PS: Don't forget to check out the "showroom" in the demo! It's hidden in the hill


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.90 released [Re: BoH_Havoc] #230439
10/05/08 15:02
10/05/08 15:02
Joined: Jul 2002
Posts: 1,364
Minbar
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MaxF Offline
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MaxF  Offline
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Posts: 1,364
Minbar
Outstanding smile


Re: Shade-C v0.90 released [Re: MaxF] #230440
10/05/08 15:07
10/05/08 15:07
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
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TechMuc  Offline
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Posts: 894
Outstanding work man! Very convincing! and as it's even free it's also an outstanding contribution to the 3D-Gamestudio Community. Thanks you very much.

Had a look at the demo, very nice, though the resolution setting is not really working for me. Nevertheless is looks really nice! (even though i would prefere fallbacks for lowend shaders smile )

Am I allowed to implement Shade-C in my Editor (as a seperated menu point, of course with credits, and a popup message which warns the user not to implement shade-c in commercial games, to give you credits and a small donation) ? Editor Forum Topic video (freeware software)
I would be able to implement a realtime (!) editing and applying of the Shade-C shaders (therefore it's not only good for my program but also good for yours :P wink ).


Edit: had a sharper look (especially at the very well (!!!) designed manual). Really amazing!
But the one point is still missing: Fallbacks. Not every user has a 2.0 graphics device - and I think that without a fallback the fx will give out an error. Why not adding a empty pass fallback to the shader? smile

Alltogether 9/10 from what i've seen in the last 20 minutes!

Last edited by TechMuc; 10/05/08 15:32.
Re: Shade-C v0.90 released [Re: TechMuc] #230449
10/05/08 15:40
10/05/08 15:40
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
yeaaaaaay it s out. giving it a try now.
----------------------------------------------------------------

Boh, man i can't say anything logical right now. you know... its just awesome(couldnt find any better word here). Just go in to that shade-c cube and watch all these shaders. No one will need anything else about shaders once they have shade-c. It's really unleashes the complete power of engine(well i gues it doesnt have a lot about engine, it s about shaders itself).


i think that shade-c+TechMuc's editor thingy will be great. it's like tusc getting real.

btw, good luck with the university.

Last edited by Quadraxas; 10/05/08 16:02.

3333333333
Re: Shade-C v0.90 released [Re: Quad] #230460
10/05/08 16:39
10/05/08 16:39
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
I am getting white lines between the terraintexture tiles as I may already told you when telling you about frac wink
Happily there is the new _repeat feature which is going to allow for awsome terrain shaders smile

Other than that, it is of course very nice :P I especially like your presentation and the documentation.
The mega particles refraction pass seems a little strange to me. I had the idea to do the refract through deferred shading, but I haven´t really done it yet, but will do so pretty soon smile

Nice work and thanks for sharing smile

Re: Shade-C v0.90 released [Re: Slin] #230462
10/05/08 17:04
10/05/08 17:04
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Quote:
Am I allowed to implement Shade-C in my Editor


Absolutely! I'd love to see that! smile
Totally forgot about simple fallback shaders, i'll add these during next week. Thanks for pointing it out smile


Quote:
I am getting white lines between the terraintexture tiles as I may already told you when telling you about frac


Yessum. As you already said, there's the new "_repeat" effect passes so the current terrain shader is more or less obsolete anyways. I think TechMuc already has a nice shader in his editor using the new _repeat feature smile Let's see how this turn out.
I tried to do the refraction pass in deffered shading, too. But then all objects have the same refractmap ... but maybe i'm just to stupid to do it any better. I'm curious how you'll do it once you have the time smile



Thanks for the feedback so far, and keep testing. I'm sure there's a ton of bugs in there wink


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.90 released [Re: BoH_Havoc] #230463
10/05/08 17:30
10/05/08 17:30
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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Joined: Sep 2007
Posts: 1,093
Germany

I guess we can keep found graphical errors, can we? wink

It's the only flaw I found anyway in this amazing piece of work!

Enjoy your meal
Toast

Re: Shade-C v0.90 released [Re: Toast] #230489
10/05/08 22:48
10/05/08 22:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
I love it, I am not a fan of the yellowish volumetric particles over top of everthing whenyou press s, and I found one glitch (Ill post a pic later, basically it would appear at certain angles one seam in your skybox is shaded) but over all it is beautiful. I will probably start using this in some of my prototype project, considering it almost completely part of the engine in my view. I'll use it to replace the "eventual compilation of shaders" from conitec laugh

Re: Shade-C v0.90 released [Re: BoH_Havoc] #230542
10/06/08 15:38
10/06/08 15:38
Joined: Mar 2007
Posts: 99
Germany
zSteam Offline
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zSteam  Offline
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Joined: Mar 2007
Posts: 99
Germany
holy s**t thank you! I love volumetric clouds! you are the greatest dude^^


=> www.alrik-online.de
A7 Commercial
Re: Shade-C v0.90 released [Re: TechMuc] #230543
10/06/08 16:13
10/06/08 16:13
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
Originally Posted By: TechMuc
Am I allowed to implement Shade-C in my Editor (as a seperated menu point, of course with credits, and a popup message which warns the user not to implement shade-c in commercial games, to give you credits and a small donation)


You can still use it in a commercial game, according to BoH's website, but he would like a small donation, I would still put in the donation part as a recommendation though.

@BoH: the obj shaders can be used in A6 right? if not i'd just have to edit out the #defines i believe. As for how it looks, it looks really good. I would like to see it in a commercial game though. Pardon me if my faith of A7 is not that great laugh .


- aka Manslayer101
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