Bug Reports / HLSL 5.0 or above? My pixelshader dosent work

Author
Message
Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 20th Jan 2018 21:58
Testing the public preview for GG, and my projects where im using my own pixelshader are broken. I get this error, see attachment. Help?
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial

Attachments

Login to view attachments
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st Jan 2018 05:49
open the apbr_core file. DX11 shader language is a bit different.
Check out the entity_Core file also. The techniques are named different now.
Is Nomis3d still around?

Do you have a screen shot of what your shader used to do?
It will need to be rewritten to DX11 terminology.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 21st Jan 2018 09:04
Yeah, hes around. He made the shader. I dont know how to alter anything to dx11. But it basically just left the texture on entities ingame as the dds file is. Say i scaled down the texture from 512x512 to 128x128. Then it get more pixelated ingame. Without that shader it get weird. You know what i mean?
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial
Preben
19
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 22nd Jan 2018 12:54
Slaur3n:
To make a pixelshader that looks like the one your already using do this:

edit shader: entity_core.fx
search for:

Change to:


Thats it

Also please post a screenshot of the pixel/point filter effect, i like to see how it looks after this change.
Subscribe and checkout great GameGuru/AGK video's here: Videos click here
Latest GameGuru Loader news: News click here
Get GameGuru Loader PBR version here: Steam click here
best regards Preben Eriksen,
Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 22nd Jan 2018 13:36 Edited at: 22nd Jan 2018 13:57
Oh thanks! Tried it out and it works, but there is a bug with this one. The transparent textures get weird, look at the screenshot

Edit: It didnt work with weapons(got invisible) and the characters behave odd(t-pose attacking), dont know if that has to do with anything tho. But i used my shader to everything and it worked
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial

Attachments

Login to view attachments
Preben
19
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 22nd Jan 2018 16:50 Edited at: 22nd Jan 2018 17:09
Ha that do look pixelated

Yes the public preview is a bit different with alpha , but if you use

In the fpe for your trees it should look fine and not have the alpha problem.
This will also make your level faster , as tree_basic.fx is faster then using entity_basic.fx

edit:
Quote: "It didnt work with weapons(got invisible) and the characters behave odd(t-pose attacking), dont know if that has to do with anything tho."

The public preview use another shader for weapons, and the shader change do not have anything to do with the t-pose attacking ? , but you can try to switch the shaders for the weapons to see if that fix anything , edit setup.ini and change this line to:
Quote: "pbroverride=0"

If you did not already do this, That will make sure your using the shaders defined in the gunspec.txt , so perhaps that will fix your problem.
Subscribe and checkout great GameGuru/AGK video's here: Videos click here
Latest GameGuru Loader news: News click here
Get GameGuru Loader PBR version here: Steam click here
best regards Preben Eriksen,
Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 22nd Jan 2018 19:03
Alright, thanks! I will try this out
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial
Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 22nd Jan 2018 23:00
The decal_animate64.fx doesnt work either. Anyway to fix that? Same error
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial
Preben
19
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 23rd Jan 2018 02:39
Just use "decal_animate8.fx" it is included in GG and should do the same 64 frames , but there is a problem at the moment with decals in the PP version , so perhaps you should wait with the decals until the next PP is released

Some get a editor crash when they add decals.
Subscribe and checkout great GameGuru/AGK video's here: Videos click here
Latest GameGuru Loader news: News click here
Get GameGuru Loader PBR version here: Steam click here
best regards Preben Eriksen,
Slaur3n
GameGuru TGC Backer
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: Norway
Posted: 5th Mar 2018 18:20
So as you see in the attached images, im using Pbroverride0, changed the entity_core.fx to "Filter = MIN_MAG_MIP_POINT;" and tree_Core.fx for the entity. That fixes the transparent problem, but makes the terrain black and texture non pixel.

For the other image, i changed back to pbroverride1 and used my own pixelart.fx for the trees. Did not change the entity_core here.
Visit our FB site and like
https://www.facebook.com/crowhillstudiosofficial

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-03-28 10:56:14
Your offset time is: 2024-03-28 10:56:14