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Rutrem
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« on: July 31, 2008, 08:01:29 AM » |
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Hi .shd shaders? where i can find any tips , tutorials or software to develop/script .shd shaders? I have the nVidia FXComposer and Typhoon Labs Shader designer, but non support .shd file format. Is .shd OpenGL or DirectX driven shader type? i found this page , but is the reference of another engine: http://www.racer.nl/reference/shadereng.htmThnx
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pixel_legolas
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« Reply #1 on: July 31, 2008, 08:21:22 AM » |
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.shd is a GC format that noone understands. Gekido has told us that we can create 1000s of shaders with it but so far i have created 0, because there is no documentation. This is a bit annoying but i hope there will come a good shader library soon. What i am looking forward to most is "heat haze" and cel-shading. Also motion blur that can be activated when i want 
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Rutrem
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« Reply #2 on: July 31, 2008, 09:12:52 AM » |
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 what this GC mean? I hope that will be something OpenGL oriented,something like ID used in Q3A. relativlly simple to understend, and powerfull. C like syntax. The shaders are an very important part of the engine, i hope it will be good!
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pixel_legolas
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« Reply #3 on: July 31, 2008, 09:26:32 AM » |
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...GC is short for gamecore  Well the .cg files are easy its just that you have to put stuff in .shd that noone knows anything about
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Rutrem
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« Reply #4 on: July 31, 2008, 02:16:56 PM » |
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...GC is short for gamecore  he,he stupid me  well, i hope the shaders will be ready soon.
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gekido
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« Reply #5 on: August 08, 2008, 11:56:58 AM » |
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The .sdh files are simply text files - if you open one you'll see that it has all of two lines in it - which basically says which pixel and vertex shaders should be used.
The default shaders themselves are located in the editor's 'shader' directory and are simply hlsl / cg (syntax is identical). The default shaders provide thousands of variations of shaders using a large combination of DEFINE statements. The two that are the primary shaders are 'standard_pixel' and 'standard_vertex'. Again, these are simply text files.
Full support for custom / user created shaders isn't 100% completed as of yet - while you can write custom shaders (the current water shader is an example), there is alot that we want to get completed so that you can really tweak and customize your own shaders as necessary.
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pixel_legolas
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« Reply #6 on: August 08, 2008, 07:32:32 PM » |
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Well i want a simple copy paste function from other places like a cg editor or just snippets from other sites. Will that be hard?
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grubert
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« Reply #7 on: August 26, 2008, 10:48:50 PM » |
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Well i want a simple copy paste function from other places like a cg editor or just snippets from other sites. Will that be hard? If a shader guy could have time to translate some of the examples available in the FX Composer online library to a GameCore compatible format... at least the most useful, and some full-screen effects. Would be awesome. There?s some nice shaders there.
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pixel_legolas
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« Reply #8 on: August 27, 2008, 01:47:12 AM » |
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Yeah, shaders are so important that we NEED this function, to port from other snippets.
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gekido
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« Reply #9 on: August 29, 2008, 06:23:32 PM » |
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you can use the built in 'thousands of shaders' using the default shaders in the engine simply by adding / editing / modifying your object's surfaces and using the editor normally. No editing of any files (shd or cg) are necessary to do this.
shaders aren't something that you can 'copy and paste' - they are very specific to how the engine uses them and what information the engine passes to the shader.
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Wrapscallion
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« Reply #10 on: August 29, 2008, 10:27:59 PM » |
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so, apply a shader to an object? and then modify from there using game editor functions?
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gekido
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« Reply #11 on: August 30, 2008, 12:28:13 PM » |
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Simply adding an object to the editor 'applies shaders' to the object - applying a light to a scene with an object in it uses a different shader. Adding 2 lights to a scene (that affect that same object) uses yet another shader.
Shaders are literally used for EVERYTHING that you see in the engine - simply applying a diffuse texture to a model 'applies' a different shader than the default 'non-textured' version of the object.
I would suggest doing some research into what exactly shaders are and how they are used. Shaders are not just simply visual effects like Bloom or whatever.
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pixel_legolas
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« Reply #12 on: August 30, 2008, 07:19:15 PM » |
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Can we add glow effect for just one part of the object or a texture? I would like to be able to make certain elements glow. Not everything
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hikmayan
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« Reply #13 on: August 30, 2008, 10:04:10 PM » |
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Can we add glow effect for just one part of the object or a texture? I would like to be able to make certain elements glow. Not everything yup!...especially custom lights at random locations within a scene will be very cool.
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You have to be in it.....to win it!
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gekido
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« Reply #14 on: September 07, 2008, 11:52:08 PM » |
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adjust the luminosity of a material in your object - voila 'glow'
you will need to setup the parts of the object as a seperate material, but this is how you would do glowing areas of a weapon for example, or a glowing 'light'
used in combination with the hdr / bloom effects it's pretty easy to do.
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