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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Rei_Ayanami] #389131
12/10/11 18:13
12/10/11 18:13
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
It depends what shader you are going to use.


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #389136
12/10/11 18:45
12/10/11 18:45
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
I want to use the earth glass shader from the wiki wink
[Wiki Link]

Actually I'd only need a nice pointlight with dynamic lightrange - "that's all" tongue

(Oh, at this moment I wish I would use Unity D: )

Re: Shade-C v0.91 BETA S1 RELEASED [Re: Rei_Ayanami] #390343
12/27/11 14:16
12/27/11 14:16
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
Does anybody has experience with the shade-c water with A8?
The shore foam is not visible also there is no transparency at the shore and I tinker with the floats, giving in the sc_water.fx, but with no result. The foam is just visible, if the camera is very near - has anybody a idea, tip?

Last edited by JoGa; 01/06/12 09:09.
Re: Shade-C v0.91 BETA S1 RELEASED [Re: JoGa] #390949
01/06/12 09:10
01/06/12 09:10
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
I have got one little question for the terrain shader:
Is it possible to adjust the scaling of the Quad-Texture-pices (not the picture itself, but the used scaling for tiling on the terrain)?
For example: My quad-textur is 1024x1024 but the tiling of the shader is very compact. So you can see ingame the tiling very well.
Is it possible to adjust this scaling/tiling of this Quad-Texture to cover more of the terrainmesh with one tile?

Re: Shade-C v0.91 BETA S1 RELEASED [Re: JoGa] #391700
01/15/12 05:16
01/15/12 05:16
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Are you still working on this? laugh

Some new features, optimizations and improvements would be very nice.

Re: Shade-C v0.91 BETA S1 RELEASED [Re: Rondidon] #392302
01/21/12 13:31
01/21/12 13:31
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
@Rondidon: looks like it isn't supported/used anymore/at the moment :-/

Re: Shade-C v0.91 BETA S1 RELEASED [Re: JoGa] #397619
03/21/12 13:40
03/21/12 13:40
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
he is...

Re: Shade-C v0.91 BETA S1 RELEASED [Re: darkinferno] #397663
03/21/12 23:33
03/21/12 23:33
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
yes, still working on it ...








Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #397671
03/22/12 02:12
03/22/12 02:12
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
Cant wait to get my hands on this, seems like this is focus alot more on level design than before, which has ALWAYS been our struggle;

Youve really given us a reason to stick with gamestudio man, I hope they know just how valuable you are wink

I assume thats model level correct ? or is it blocks ?

Re: Shade-C v0.91 BETA S1 RELEASED [Re: darkinferno] #397673
03/22/12 03:50
03/22/12 03:50
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
I definitely agree with darkinferno.


Professional Edition
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