Product Chat / Lee: Shader pack permission.

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Preben
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Posted: 17th Feb 2017 11:09
Pirate Myke: I uploaded all the new files to daily3d.com



best regards Preben Eriksen,
Pirate Myke
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Posted: 17th Feb 2017 11:46
Excellent. Thanks. I will give them a test.
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TGPEG
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Posted: 17th Feb 2017 12:19 Edited at: 17th Feb 2017 12:21
Preben - do the shaders on daily3d only work on the internal beta? I have downloaded them and tried them in the latest public release but all I get is a plain diffuse on cube_basic.fx and a black entity on cube3_basic.fx, as per below:


I was rather hoping it would look a little more like this:

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Preben
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Posted: 17th Feb 2017 15:32
TGPEG: Yes sorry at the moment it only works on the beta , i think Lee is close to updating the "public preview"
best regards Preben Eriksen,
cybernescence
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Posted: 17th Feb 2017 16:35 Edited at: 17th Feb 2017 16:36
Cube2 and Cube3 working really well for me Preben - thank you!

Cheers.

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Preben
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Posted: 21st Feb 2017 07:39
cybernescence: that glass ball look awesome
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OldFlak
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Posted: 21st Feb 2017 11:58
Hi, Preben, thanks for your awesome work.

Just downloaded the files from daily3d.com

Just to let you know, I noticed this in the settings file PEROJECTLIGHT is this a spelling mistake?

Reliquia....
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Preben
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Posted: 21st Feb 2017 12:43
reliquia: Yes my special spelling ability PEROJECTLIGHT , but you cant change it , you must use it with the spelling error, ups. i will fix it for later versions

Should have been PER OBJECT LIGHT.
best regards Preben Eriksen,
GraPhiX
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Posted: 24th Feb 2017 11:55
Hey Preben thanks for the latest update, I have a question about lighting how do I make my entity glow like a light you posted a couple of screen shots somewhere about increasing the specular level of an entity, I am trying to make the lights on my billboard appear to be on but cannot do it is it possible?
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Belidos
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Posted: 24th Feb 2017 12:04
You add an illumination map texture to the model.

An illumination map is a grey scale image, where white is bright, and black is dark, the whiter the colour the brighter the area illuminates.

For a very basic illumination map, basically take a copy of your texture, highlight the area you want to illuminate, and full it with white, then fill all he rest with black, and save it as nameoftexture_I.dds (that's a capital i not a lowercase L :p ), then when you put the model in the game and set it to highest quality it will be illuminated, you can adjust the illumination with bloom.

(don't use pure black and white because GameGuru gets a bit funny with them, 5,5,5 for black and 250,250,250 for white should work fine).

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GraPhiX
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Posted: 24th Feb 2017 12:53
Hi Belidos

thank you but am I allowed to modify someone elses model I am using the ceiling_light from entitybank\classics\Metro Theater

there is already a ceiling_light_I.dds do I just edit that?
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Belidos
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Posted: 24th Feb 2017 13:04
If there is already a _I then it should already work, it will only glow if you have entities the entities set to highest quality, and the bloom on (the higher it is the brighter it is).

As to editing, as far as i'm aware you can edit models to your hearts content as long as you use them for your own games only, you can't pass them on to anyone else except in a game, however if you are changing the texture you can give people the new texture, just not any of the original work.

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Preben
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Posted: 25th Feb 2017 15:42
GraPhiX:
Quote: "how do I make my entity glow like a light "


You can do like Belidos say , if that dont give you enough light you can increase this by editing settings.fx and enable:

If this is not in the settings.fx yet , Lee did not post a update.

Or you can do it the easy way , edit settings.fx and enable:

After this change you can just enter properties and set specular to the amount you want the object to light try 250 first. This will work on all settings Low,Medium,Highest and do not requere a _i.dds illumination texture
best regards Preben Eriksen,
3com
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Posted: 25th Feb 2017 17:09
Quote: "After this change you can just enter properties and set specular to the amount you want the object to light try 250 first. "

So some LUA command to play with specular coming handy. So we can increase/decrease gradually specularity, so then brighness as well, via code in test game.

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Preben
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Posted: 25th Feb 2017 17:38
3com: blinking light , traffic light signals changing , plane landing: with scrolling light signals ... , so mush would be possible
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3com
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Posted: 25th Feb 2017 18:03
Yah! that's the idea.

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