Product Chat / Does Bond1 tv shader work in GG?

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3com
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Location: Catalonia
Posted: 27th May 2016 09:54
Hi guys
I've tried Bond1 amazing tv shadows, but it does not work in GG.
Exactly I've tried "diffuse_spriteatlas_2x2.fx" shader, with not to avail.

Working in scifi security monitor, but having problems with Bond1 tv shaders.
I've tried also Bond1 old tv, and it does not work either.
Also tried some fix made by user DennisW, and got the same bad result.

https://forum.game-guru.com/thread/209758

Using entity shader



Using bond1 old tv



Using bond1 shader - "diffuse_spriteatlas_2x2.fx"



Someone know if it work in GG, if so, what I'm doing wrong?

Thanks in advance 4 any tip.

3com
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rolfy
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Posted: 27th May 2016 10:04 Edited at: 27th May 2016 10:24
The shader uses a sprite atlas texture, you will need to create your own, look closer at bond's textures. Some maps and alpha channels are for illumination and masking and a sprite sheet for the tv screen. It isn't an easy one to use and it does far more than first meets the eye, when used properly it is a really awesome shader.
Looks like you are missing some map or maybe an alpha channel somewhere.

It does work properly in GG as I have used it myself. If it wont work for you try stock effect_animate.fx in effectbank you will need to change the rows and column numbers in the shader to match your sprite frame layout.
3com
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Posted: 27th May 2016 10:34
Quote: "The shader uses a sprite atlas texture, you will need to create your own"

I already have it done.

What I do not understand is why the Bond1 tv with all their files, and without touch nothing, just placing their old tv model in a blank map, it does not work.

I remember it working fine in Reloaded, but never before try in GG, till today.

I've files as follow:

- scifi security monitor.bmp
- scifi security monitor.fpe (the same Bond1 old tv fpe, just changing the neccesary to fit my needs)
- scifi security monitor.x
- scifi tv monitor_tex_D
- scifi tv monitor_tex_D2 - does nothing but...
- scifi tv monitor_tex_N
- scifi tv monitor_tex_S
- scifi tv monitor_tex_I - my sprite atlas file - just edit Bond1 "tv_new_securitymonitor_I.dds" file, and done my own.
- tv_new_spritemask_template


- My "scifi tv monitor_tex_I.dds" file



Thanks 4 the feedback.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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3com
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Posted: 27th May 2016 10:55
With "effect_animate.fx" I got the same, but it try to animate, anyway the looks is like pic above (blank)
With "effect_animate64.fx" it try to animate all the model, doesn't just the screen. And the model look, is semi-transparent.

I've change rows and cols, in both fx files, but not to avail.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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Belidos
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Posted: 27th May 2016 13:20
If I remember correctly the original shader by Bond1 broke because of something that changed with the way _I files were processed, and to get it to work DennisW's version changed it so that you used the _N texture for the sprites instead.

So try using the _N texture as the sprite sheet with DennisW's version of the shader.

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3com
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Posted: 27th May 2016 19:03
I've tried DennisW's version as pointed above, and it does not work. It does 4 you?
Even I've tried renaming "I" file as "N" file, in my monitor files, and does not work either, just getting some odd shadows plus blank monitor, please see pic below.

Thanks 4 the tip Belidos.

<tv monitor wrong shadows>



3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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Pirate Myke
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Posted: 27th May 2016 19:10
That is what I am getting so far with the classic shader. If I use the effect_animate6.fx one for Game Guru, then I get a flashing sprite texture over a transparent tv.

Will try and mess with it more later today.
Maybe have the diffuse as _d and _d2, and the Sritesheet as _i and _n might do it.

But the shader says _d and _I only needed.
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Bored of the Rings
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Posted: 27th May 2016 19:22
I'll also revisit this shader as I'm sure it worked for me , will play around with it and see what results are
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3com
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Posted: 27th May 2016 19:28
Thanks guys

Not hlsl expert, but I also revise shadows file, and does not see something wrong, the only change I did was the cols and rows qty .

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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