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Preben
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Posted: 15th Feb 2017 17:14
JackalHead: I hope someone of the greet artist from the community will make a video/text about it , not really a option for me as im using weird tool like Verto Studio 3D on Mac , and Microsoft virtual studio to make cube maps , yes i mainly work on mac

best regards Preben Eriksen,
Bugsy
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Posted: 16th Feb 2017 01:54 Edited at: 16th Feb 2017 01:57
per object illumination map boost settings and a cubemap shader is the 2 most important things to happen to GG since... uuuh... wow... I don't remember the last feature that had me that excited. Will this support illuminationmaps a-la FPSC? (white=lit) because I tend to notice my white _I maps that worked in FPSC do not illuminate my objects in GG.


Gameguru


FPSC
Pirate Myke
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Posted: 16th Feb 2017 02:04
It should work. Can you email me one of the _i files that are not working for you and which shader you are using on the object.

myke1net@hotmail.com
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Peke
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Posted: 16th Feb 2017 02:13
This looks amazing! I'll get into paying it once my paycheck comes in. A must have s'far as I can see.

Good job!
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Pirate Myke
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Posted: 16th Feb 2017 05:13
A video of the cube map shader in action.
Real time lighting right now. Different cubemaps for inside the roundhouse and for outside stuff.
Still working on the windows, don't quite have the reflection on them yet.

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TGPEG
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Posted: 16th Feb 2017 08:31 Edited at: 16th Feb 2017 08:38
Preben: Thanks very much for your work on the cube map shader - I've been waiting for this for two years! Can't wait to get my hands on it!

I was going to ask - for things like glass or slightly reflective things like floors, can you control the fresnel of the reflections?
Mouaa
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Posted: 16th Feb 2017 12:39
@Pirate Myke
Your models looks like it's raining lol
You need to decrease the reflection cubemap effect or use some alpha masks to only keep some parts very reflective.
Because lot of reflection on top of of a surface metal that have dust or dirty paints is only possible when there is some water or a liquid on top of the surface.
stor
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Posted: 16th Feb 2017 16:57
I'd be happy If you can make a short video How to use the files you have on the site. And Is it possible to use cube map and make a puddle (With the reflection)?
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synchromesh
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Posted: 16th Feb 2017 17:20 Edited at: 16th Feb 2017 17:20
Quote: "You need to decrease the reflection cubemap effect or use some alpha masks to only keep some parts very reflective.
Because lot of reflection on top of of a surface metal that have dust or dirty paints is only possible when there is some water or a liquid on top of the surface."

If you could create a video tutorial I'm sure there are many that would appreciate it ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Pirate Myke
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Posted: 16th Feb 2017 17:54
Does not appear I can mask right now. Have tried it. Still get reflection all over the object with the cube_basic.fx shader in the private beta.
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Preben
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Posted: 17th Feb 2017 11:05
Pirate Myke: I uploaded all the new files to daily3d.com
Use this version: 1.141beta.zip

Bugsy: illumination maps only work in highest , i played around and noticed they don’t shine as mush and FPSC so i added a option to boost the effect ( to take the illumination to bloom level ). #define BOOSTILLUM



TGPEG:
for things like glass or slightly reflective things like floors

cube_basic.fx , will mix in evenly diffuse and cube reflection. transparency is supported , so this one will be great for floors with little reflections.

cube2_basic.fx , will mix in cube reflection based on alpha , lower alpha means more cube reflection, this one will work out of the box on default media that have glass/windows and mix this in using the same texture, so your windows will get reflection but not areas with no alpha. this also support transparency. So you could lay a transparent plane above your “road” to simulate a puddle, and it would look like water

cube3_basic.fx , will allow you to make really reflecting object like metal/mirrors … it also support cube reflection using the alpha as a reflection mask , so if you put 255 in the alpha you get a mirror only cube reflection is displayed, if you put 0 in alpha only diffuse is displayed. using 128 in alpha will mix evenly. This could be used to make a “wet” look , if you have a road texture you could set the alpha to around 80 and your road will get some cube reflection and the surface will look wet. this one don’t allow transparency as the alpha is used as a cube reflection mask.

stor: you should be able to make a puddle see above, i also hope some of the artist here will make a video about the process making a cube map
best regards Preben Eriksen,

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Mouaa
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Posted: 17th Feb 2017 11:12 Edited at: 17th Feb 2017 11:35
Quote: "cube2_basic.fx , will mix in cube reflection based on alpha , lower alpha means more cube reflection, this one will work out of the box on default media that have glass/windows and mix this in using the same texture, so your windows will get reflection but not areas with no alpha"

Awesome Preben.
Bored of the Rings
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Posted: 17th Feb 2017 11:19
@Preben-I logged into my daily3d.com account but can't see the new 1.141beta version in my downloads.
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Preben
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Posted: 17th Feb 2017 11:22
Bored of the Rings: Ups you was faster then my upload its there now.
best regards Preben Eriksen,
Bored of the Rings
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Posted: 17th Feb 2017 11:28 Edited at: 17th Feb 2017 11:30
ha thanks Preben, I literally just looked on the GG forums, saw your last post and went to daily3d.com. thanks again.

got it ok, can't wait to test these out....
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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Mouaa
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Posted: 17th Feb 2017 11:36
@Preben
I made a material for you to test the shader reflections if you need.


Download link
http://www.megafileupload.com/2M3an/wetFloor.zip
Pirate Myke
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Posted: 17th Feb 2017 11:50
Thank you Preben. Will take a look at them.
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LeeBamber
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Posted: 17th Feb 2017 18:01
Be aware that I will be changing the names of the final shaders to help with code duplication issues. The shaders you will be using are entity_basic.fx, then entity_cube, entity_cubealpha and entity_cubeambience. The reason is that 95% of the shader is the same, it's just the cube texture handling, so I am using #include in the shader so only differences are added, rather than duplicating the entire shader code over and over, which inevitably leads to older versions of some over others, which can be a nightmare to keep track of! Just a heads up when you switch to the next public preview!
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granada
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Posted: 17th Feb 2017 18:14
@Lee ,17 years of service.thats more like it.wow that's a lot of hours looking at code (not that I'm complaining)

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AmenMoses
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Posted: 18th Feb 2017 00:04 Edited at: 18th Feb 2017 00:04
Nah, I'm coming up for 22 years on my current program and we're projecting another 5 years at least until they replace it!
Been there, done that, got all the T-Shirts!
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Pirate Myke
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Posted: 20th Feb 2017 17:11 Edited at: 20th Feb 2017 18:10
Some more beta cube mapping tests.

Going to need some more practice on this Alpha thing. Not getting the separation I want for reflective and none reflective using the cube3_basic shader. I need to have the normals less intense also.

One of my store media objects updating. Gas Grill 1.



But this is looking a lot better.
Thanks Preben.

Edit:
Normal map toned down a lot.
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MooKai
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Posted: 20th Feb 2017 19:35
looks like we'll get some nice gfx bling bling in the next official version
good... but I've to create that cubemaps, right? or is it just select the "cubmap.fx" in the .fpe of the model?
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Pirate Myke
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Posted: 20th Feb 2017 20:22
This is using the cube3_basic.fx shader from Preben's shader stuff Link on first post and the private beta that is working these shaders in.

Illustrated here:
https://forum.game-guru.com/thread/217387#msg2571451

the your will need to name it as such
If your diffuse is called myobject_D.DDs
then your cube map should be named myobject_CUBE.dds

Use one of prebens shaders if you have them, or use the entity_cube.fx file.
In the scenery folder there is the shiny skull_Cube map you can use as a template. Now in GIMP the layer names needed to remain the same names for the cube map to work after saving.

You can always email me your cube map and I can check it out. myke1net at hotmail.com

For your myobject_S.DDS file, you will need to apply an alpha channel at a level of 0 - 255, and save it with dxt5 compression.

Erase your test object in your map and save it, reload the map file then try your object again. For some reason right now Game Guru needs to restart for the objects to change to the cube shaders, to take effect. After that if you are adjusting just the textures, reloading the map file will work.

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Preben
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Posted: 21st Feb 2017 07:53
Pirate Myke: Great looking grill cant wait to see what will be available in the store that include great effects like this.

New shader pack uploaded to daily3d.com]

This version have all the new cube map shaders, that will be the official names you need to use:
entity_cube.fx
entity_cubeambience.fx
entity_cubealpha.fx

It also has a faster more tight shadow that look better.

Cube map will currently only work if you use "beta", but all the other shaders will work on ALL version of GG , so everyone can try them out, just install no matter what version your using

Download time: 1.141beta2.zip , Enjoy!
best regards Preben Eriksen,
Belidos
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Posted: 21st Feb 2017 11:16 Edited at: 21st Feb 2017 11:17
Sorry Preben, i know you have answered this before, i just can't find where it was.

Was there any way to avoid this shadow bug?



It happens in both real time and baked shadows, but only on the side directly in the sun, and only with shadows that an entity is casting on itself, all other shadows are nice and crisp, and not jagged like that.

I'm fairly sure it didn't happen until a few updates ago, at least i never noticed it until recently, it kind of spoils the whole look, and is probably one of the reasons why people use the "80's graphics" phrase a lot when referring to gameguru.

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Preben
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Posted: 21st Feb 2017 12:04
Belidos: lightmapper , you can adjust the quality. edit "setup.ini" and locate this line
lightmappingsizeentity=512
Change it to:
lightmappingsizeentity=1024
And give it a go. If thats not good enoff try this:
lightmappingsizeentity=2048

For realtime shadow: edit setup.ini and locate this line:
realshadowresolution=1024
Change it to:
realshadowresolution=1536
realshadowresolution=2048
Adjust in -+512 pixels , depending on speed/quality you like.
This will first work from next release ( or in beta ).

Did you try the new 1.141beta2.zip shaders to see if it improved the realtime shadow ? , if it dont you must wait for realshadowresolution to work

best regards Preben Eriksen,
Belidos
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Posted: 21st Feb 2017 12:18
Great, thanks Preben, i knew you'd come through for me, very much appreciated, i'll check it out when i get home tonight and let you know, just copied this info out into notepad and printed it so i have a hard copy i can find again if i when i forget

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Pirate Myke
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Posted: 21st Feb 2017 16:44
Thank you. Will check them out.

Edit:
I see that the old named one have the includes in them. Very nice, save from having to change them in all the media I have tested already.
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Belidos
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Posted: 21st Feb 2017 20:14
OK just tested it, I now have pretty good shadows when baked, but i'm not in the beta at the moment so I will have to wait for real time, all good here

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3com
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Posted: 21st Feb 2017 20:52
@ Prebem
About anim it works, But at a devilish speed

Just waiting for next GG update, to play with cube maps.
Thanks again for your help and your useful work.

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Earthling45
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Posted: 2nd Mar 2017 01:01


A shiny door
Preben
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Posted: 3rd Mar 2017 08:23 Edited at: 3rd Mar 2017 08:23
3com:
Quote: "But at a devilish speed"

You can use ANIMSPEED in the fpe

Earthling45: Great reflecting door , if you want it to look like real "glass" , you can draw the transparency in the "diffuse" texture and switch to this shader "entity_cubealpha.fx" , this will make the "wood" not reflecting and only give the glass reflection, that would look so cool
best regards Preben Eriksen,
Earthling45
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Posted: 4th Mar 2017 13:30
I've used the new window and it gave a nice result, but i will do the door also and upload it

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