Product Chat / Weird issue with settings.fx, apbr_core & water_basic

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Ertlov
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Posted: 23rd Jun 2018 05:40
hi guys,

I have the issue that no matter what I edit, it doesn't affect anything.

commented back in the specular camera = no effect
changed water color = no effect

Also, the PBR seems to be quite toned down.

Any ideas?
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Preben
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Posted: 23rd Jun 2018 07:22
You need to recompile the shaders so edit setup.ini and set "forceloadtestgameshaders=1" , then when you load your level the shaders is recompiled
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Ertlov
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Posted: 23rd Jun 2018 08:34
Is that only instand-alone?

in test game, this also has no effect whatsoever.

see screenshot.

"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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Ertlov
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Posted: 23rd Jun 2018 08:35
Water is edited to be dark red, Spec cam is on (in the shaders)
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Preben
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Posted: 23rd Jun 2018 08:45
When you make a change to a shader you need to use: forceloadtestgameshaders=1
This is not only in standalone but also when you use the editor
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Preben
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Posted: 23rd Jun 2018 08:55
FYI: you can also set the water color using Lua without doing any shader changes.
use:
SetShaderVariable(0,"WaterCol", 120.0/256.0 ,1.0/256.0 , 1.0/256.0, 0)

This should give you a dark red water color
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Ertlov
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Posted: 23rd Jun 2018 08:55
Preben, I have "forceloadtestgameshaders=1" in the setup.ini

It doesn`t do anything.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Preben
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Posted: 23rd Jun 2018 08:58
Ertlov: weird ? , you do edit "water_basic.fx" and NOT "entity_water.fx" ?
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Ertlov
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Posted: 23rd Jun 2018 09:00
Haha yes.

And not only that, no matter whaqt I change in settings.fx - it seems to have np effect, too.

Even really obvious stuff loke cartoon does not kick in.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Ertlov
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Posted: 23rd Jun 2018 09:20
ok, a reboot of the PC has helped a little bit, at least I got the pixelate effects to run. But still everythign looks liek a key component is missing.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Ertlov
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Posted: 23rd Jun 2018 09:38 Edited at: 23rd Jun 2018 09:44
The Z fighting is still in (on the latest Beta from today), and somehow I miss the spec punch on the wall and my bridge (which I repainted with PBR maps)

See screenshot.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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Ertlov
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Posted: 23rd Jun 2018 10:10
Don't get me wrong, I can crank out really beautiful and performant scenes now, but the spec and shinyness is kinda missing, also not sure if the gloss (roughness) maps are calculated properly in...

...but the water rocks now ^^
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Preben
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Posted: 23rd Jun 2018 11:48
Ertlov: i still only have all the latest changes on my local branch , i will submit it Monday so it should be in a release after that

Yes spec and shininess is controlled by the metallic and gloss textures, perhaps you have inverted the gloss (roughness) , try playing around with inverting your gloss and metallic, but hey wood should not shine
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Ertlov
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Posted: 23rd Jun 2018 11:57
na, but the rock behind should reflect
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cybernescence
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Posted: 23rd Jun 2018 12:19
I've noticed water_basic.fx does not recompile some times with forceloadtestgameshaders=1

Deleting water_basic.blob forces a recompile though.

Cheers.
Ertlov
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Posted: 23rd Jun 2018 13:44
Ok, i am not crazy (well, perhaps I am, but not in that case).

See screenshot. It's not only my wall (look at the normal mapping!!), it's also the same with the previously REALLY shiny official PBR assets.

The shine has gone!

Even if I crank Global spec up to 100, only the blue cover gets some small white pixels.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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Belidos
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Posted: 23rd Jun 2018 13:47
Not sure if you know, but the _gloss texture in gameguru is not a gloss texture, it's a roughness texture named _gloss.
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Ertlov
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Posted: 23rd Jun 2018 13:48
Haha, yes, I know, but thanks ^^

As shown above, it's the same with the official very shiny PBR assets (the wheelbarrow and the potty usualy glimmer quite well)
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GraPhiX
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Posted: 23rd Jun 2018 13:56
Hi Ertlov can you put one of the Preview Orbs on the map one of the really shiny ones and let us see what that looks like, if you press F11 in game twice then press the number keys 1 -5 we should see the individual maps it may give a clue to what is happening
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Ertlov
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Posted: 23rd Jun 2018 14:10
Done.
here the same - It's far less speccy than usual, the plastic almost unnoticable.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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GraPhiX
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Posted: 23rd Jun 2018 14:18
this is what I see

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Preben
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Posted: 23rd Jun 2018 14:36
Strange ? , your global specular is 100 ( check your tab tab settings ) ? , if nothing works try to delete ALL *.blob and see if anything is recompiling (you can always validate later on steam) ?

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Errant AI
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Posted: 23rd Jun 2018 15:10
Spec/shine was way blown out before and I much prefer the latest beta. Now it's possible to get a more full range instead of only using the low end of the spectrum to avoid eye-bleed territory... I really hope that the improvements I'm seeing locally isn't a fluke.
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Preben
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Posted: 23rd Jun 2018 15:26
Errant AI:
https://github.com/TheGameCreators/GameGuruRepo/issues/2
I expect this is you, anyway i have real PBR dynamic lighting with cook torrance specular reflections going on my local branch ( looks so great on the guns) , and i will submit this Monday for the next release, this will enable you to make those really great looking scenes, but yes we still improve PBR all the time. And this is all huss huss as i dont post all the new stuff before Monday

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Errant AI
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Posted: 23rd Jun 2018 15:48
Thanks for the info, Preben. That was from quite a while ago but yes, from email exchange with Lee when I had no idea what was going on and not really an issue anymore. The spec/saturation is still kind of crazy strong on non-metal mattes and especially when standing in dynamic shadow. I've also had difficulty with dark semi-gloss plastics (looking like a black void or wet with no achievable middleground unless using a lot of pixel space and roughening the surface via normal mapping) but those seem better as of recent updates. Overall, I really like the gradual improvements PBR has been making since then and look forward to whatever you improve going forward.
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Ertlov
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Posted: 24th Jun 2018 11:24
Jesus Christ.

I have it.

Saved roughness map inverted as gloss, and the specular map to metalness, and now ot looks good.

But the PBR barrells are currently really not shiny, not even those that were once.




"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Preben
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Posted: 24th Jun 2018 11:45
Quote: "I have it.

Saved roughness map inverted as gloss, and the specular map to metalness, and now ot looks good."


Great news

Quote: "commented back in the specular camera = no effect"


Ups my bad , the SPECULARCAMERA was never added to the PBR shaders just added it for next release
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Ertlov
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Posted: 24th Jun 2018 11:58
Quote: "Ups my bad , the SPECULARCAMERA was never added to the PBR shaders "


At least I know I am not dreaming ^^


Quote: "Ups my bad , the SPECULARCAMERA was never added to the PBR shaders "
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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