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Re: Fake Light Shafts ( almost done, just a problem ) [Re: Jaeger] #280492
07/22/09 21:54
07/22/09 21:54
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Posts: 2,247
Deutsch Niedersachsen
The light shafts only work in video_mode=8...


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: Fake Light Shafts ( almost done, just a problem ) [Re: Puppeteer] #424362
06/14/13 08:57
06/14/13 08:57
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Posts: 1,993
Karlsruhe
Does anybody still have access to this shader?

Re: Fake Light Shafts ( almost done, just a problem ) [Re: PadMalcom] #440297
04/23/14 06:27
04/23/14 06:27
Joined: Jan 2012
Posts: 14
1
1234David Offline
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1234David  Offline
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1

Joined: Jan 2012
Posts: 14
For me to, please.
All the links are down. frown

Re: Fake Light Shafts ( almost done, just a problem ) [Re: 1234David] #440303
04/23/14 10:00
04/23/14 10:00
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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C

Joined: Oct 2011
Posts: 1,082
Germany
Just use the one from shade-c? shocked
Works fine for me laugh (didnt even include shade-c, just ripped the shader + setup)

Re: Fake Light Shafts ( almost done, just a problem ) [Re: Ch40zzC0d3r] #440306
04/23/14 12:06
04/23/14 12:06
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir
also hummel's shader is works perfectly.


Re: Fake Light Shafts ( almost done, just a problem ) [Re: Emre] #440347
04/24/14 06:39
04/24/14 06:39
Joined: Jan 2012
Posts: 14
1
1234David Offline
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1234David  Offline
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@Ch40zzC0d3r
There are to much shader to see the right one... o.O
^^Not really. There are some significant bugs and the shader react after one or two frames when I'm moving the camera in an computer with low performance.

@Emre
I don't know this project in the picture.
But if you mean the demos like "wavefield" there is some code which is compiled or missed like "defines.c", "PP_Helper.c", "material_events.c" and "materials.c". frown

Last edited by 1234David; 04/24/14 06:50.
Re: Fake Light Shafts ( almost done, just a problem ) [Re: 1234David] #440364
04/24/14 13:24
04/24/14 13:24
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir

Re: Fake Light Shafts ( almost done, just a problem ) [Re: Emre] #440372
04/24/14 14:37
04/24/14 14:37
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
the file there is not available, can you re-upload Emre?

Last edited by sivan; 04/24/14 14:37.

Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Fake Light Shafts ( almost done, just a problem ) [Re: sivan] #440376
04/24/14 15:38
04/24/14 15:38
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
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Emre  Offline
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Turkey, Izmir
Yes of course! Here we go

But remember, if you're gonna use it, you may have to re-organize your other shaders. out Color1 must be black.

Html:
//for example your tree or terrain or building shader
void PS_PASS1( in float2 Tex0:TEXCOORD0, out float4 ocolor0 :COLOR0,out float4 ocolor1 :COLOR1 )
{
	
	float4 color = tex2D(ColorMapSampler, Tex0);
	ocolor0= color;
	ocolor1=float4(0,0,0,1);
}


Re: Fake Light Shafts ( almost done, just a problem ) [Re: Emre] #440377
04/24/14 16:36
04/24/14 16:36
Joined: Jan 2012
Posts: 14
1
1234David Offline
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1234David  Offline
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COOL! TANKS A LOT EMRE!!! xD

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