3rd Party Models/Media Chat / Water shaders for GameGuru Loader & GameGuru :)

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Preben
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Posted: 1st Aug 2017 10:19
3com: Strange ? , could you try zip and email me all the files and i will have a look plemsoft@plemsoft.com
best regards Preben Eriksen,
3com
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Posted: 1st Aug 2017 13:14
@ Preben
Done.
Ty for help me mate.
3com
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Preben
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Posted: 2nd Aug 2017 11:20 Edited at: 2nd Aug 2017 11:25
3com: Checked your files today.

Your using the wrong shader in the fpe. should be: "entity_lava.fx" but your using the old "lava_basic.fx".
You should rename the texture your using so "terrain1_D.dds" ( your lava texture ) become "terrain1_N.dds".
Then you should copy water_D.dds that are included in the shaders to "/terrain1/terrain1_D.dds".
Also your object is "VERY" large so i scaled it down a lot, also tried your texture with the normal water entity on a rock , and your entity_lava.fx on another rock

In entity_lava.fx i used "float WaterReflection = 0.90;" and "float WaterTransparancy = 1.0;" in this screenshot , try to play with the parameters for the effect you like
best regards Preben Eriksen,

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Belidos
3D Media Maker
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Posted: 2nd Aug 2017 11:25
[qote]but i will see if it can be added as a "extra" parameter when DX11 is out[/quote]

It's probably a good idea in generally to put a hold on shader work until the first beta of DX11 is out, i know Lee's trying to set it all up so that legacy shaders will work, but i have a feeling there will be things that the old shaders just won't be able to do and adjustments will need to be made, adding/changing stuff while the DX11 conversion is still ongoing would probably end up doubling your workload.

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DVader
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Posted: 2nd Aug 2017 12:55
I wonder how the DX11 changes will affect shader support for AGK now? As AGK uses OpenGL can it even use DX11 type shaders? I have owned AGK since it was released, but have only really used the original for 2D games and not dabbled massively with V2 as yet.
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3com
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Posted: 2nd Aug 2017 15:36
@ Preben
Quote: "Your using the wrong shader in the fpe. should be: "entity_lava.fx" but your using the old "lava_basic.fx"."

Sorry mate sent you a wrong fpe file.

Quote: "You should rename the texture your using so "terrain1_D.dds" ( your lava texture ) become "terrain1_N.dds"."

Yes I did, as you can see in my main post.
Quote: "
Also your object is "VERY" large so i scaled it down a lot"

I need it being so big, since it covers a big area on my map, as you can see in the pic below.



Quote: "also tried your texture with the normal water entity on a rock , and your entity_lava.fx on another rock"


Nice one, in fact I don't mind about one rock inside another one, I'll be make the same in my map.

Quote: "In entity_lava.fx i used "float WaterReflection = 0.90;" and "float WaterTransparancy = 1.0;" in this screenshot , try to play with the parameters for the effect you like "


I'll do it, since I'm not getting bubling effect, just static mesh like if you use diffuse+entity_basic.fx effect. Or this is the way is intended to be?

Anyway thank a lot master shader.

3com
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Preben
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Posted: 4th Aug 2017 19:52
Quote: "I'll do it, since I'm not getting bubling effect, just static mesh like if you use diffuse+entity_basic.fx effect. Or this is the way is intended to be?"


No its moving when i try it ?
best regards Preben Eriksen,
3com
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Posted: 4th Aug 2017 20:35
I afraid I missunderstood, I think with that shadow I get lava bubling effect, anyway does not matter, is nice as is.

3com
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