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Re: What are you working on?

Postby Shpuld » Thu Nov 27, 2014 1:14 pm

toneddu2000:
Here's the shader that I have, it's in game/scripts/models.shader, you can call the .shader file whatever you want.

Code: Select all
mgtex
{
   program shaders/celshade.glsl
   nomipmaps
   {
      map models/weapons/mg/mgtex.tga
      rgbGen lightingDiffuse
      alphaGen entity
   }
}


As you can see with "program shaders/celshade.glsl" I get to use whatever glsl shader program I want. Good starting place for custom shaders in FTE is http://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/shaders/glsl/ where you can find all the shaders that FTE uses by default, so you can download one from there, I think I used defaultskin.glsl.

EDIT: Modified the shader a bit so it works well with rtlights as well, made a small video of it:

http://youtu.be/mydwMIYUchE
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Re: What are you working on?

Postby toneddu2000 » Thu Nov 27, 2014 5:26 pm

Thanks a lot, Shpuld! So, if I understood correctly:
1) create, in the scripts folder, a normal shader, applied to any kind of object, with the directive program, linked to the foo glsl file
2) create, in the shaders folder, the foo.glsl file.

That's why it didn't work for me, I din't get the 1) step! :lol
Your effect is good, it could be even stronger, in my opinion
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Re: What are you working on?

Postby Barnes » Sun Nov 30, 2014 7:32 pm

toneddu2000 wrote:I don't know if it's superdifficult, but, if you make a video, it would be great to add a GUI slider that enhances/decreases blur at runtime!

Done :)
http://www.youtube.com/watch?v=RcU-s_7ouUs
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Re: What are you working on?

Postby toneddu2000 » Sun Nov 30, 2014 10:06 pm

Very subtle but very convincing effect!
Thanks for posting this video Barnes, really appreciated!
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Re: What are you working on?

Postby Shpuld » Mon Dec 01, 2014 12:53 am

https://www.youtube.com/watch?v=7ModV3W63vc

I've been screwing around with special effects stuff and came up with this blood splat effect, it's using only a single image as the texture, all the feel for the animation comes from the shader I made for it. I use a very similiar shader for the muzzle flash as well at the moment.
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Re: What are you working on?

Postby toneddu2000 » Mon Dec 01, 2014 10:10 am

well.. from a long distance it could be even considered blood. From 2 meters... no. :D But at least it's interesting the method. Did you attach a GLSL file to the shader or is it 100% shader only?
I always wondered how DarkPlaces handles blood splat effect. I mean, I think it's C hardcoded, right? In qc is it required only to use the X effect, right?
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Re: What are you working on?

Postby Shpuld » Mon Dec 01, 2014 1:00 pm

toneddu2000 wrote:well.. from a long distance it could be even considered blood. From 2 meters... no. :D But at least it's interesting the method. Did you attach a GLSL file to the shader or is it 100% shader only?
I always wondered how DarkPlaces handles blood splat effect. I mean, I think it's C hardcoded, right? In qc is it required only to use the X effect, right?


It's a GLSL shader. The point was to make a cartoony effect to fit the rest of the game, I'll probably add some more flying chunks as well. Darkplaces uses good old particles for blood effects, that kind of stuff would be very easy to do with FTE as well but I wanted to experiment with other kinds of effects first.
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Re: What are you working on?

Postby Barnes » Mon Dec 01, 2014 1:55 pm

Try to make the blood darker, now it is very reminiscent of the wall paint :)
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Re: What are you working on?

Postby toneddu2000 » Mon Dec 01, 2014 1:59 pm

@Shpuld: ah ok. Could you please add a mini tutorial on how to use glsl shader with fte? Because I tried one Spike added in the SVN trunk (console.shader) but it yells error for both VERTEX and FRAGMENT shader. The other ones don't seem to do anything :(
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Re: What are you working on?

Postby Shpuld » Fri Dec 05, 2014 9:19 pm

toneddu2000 wrote:@Shpuld: ah ok. Could you please add a mini tutorial on how to use glsl shader with fte? Because I tried one Spike added in the SVN trunk (console.shader) but it yells error for both VERTEX and FRAGMENT shader. The other ones don't seem to do anything :(


I can post some example code that should work in FTE some day, I'm sure that would help you.

On another related note, I'll be taking part in the Ludum Dare starting in ~6 hours from this post, 48 hours to make a game for the compo :D
I'll be giving it a shot using FTEQW and a very, very blank QC, no Quake assets at all.

Gonna stream (atleast most of) it as well at http://www.twitch.tv/shpuld as well if anyone's interested.
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Re: What are you working on?

Postby toneddu2000 » Fri Dec 05, 2014 9:59 pm

That seems awesome,Shpuld! Definately looking forward to your project.
Thanks in advance for any material you can share!
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Re: What are you working on?

Postby Madfox » Thu Dec 18, 2014 10:56 am

I've been juggling with the newton fysics plugin of the AnimationMaster.
Rather funny to see objects in a free fall scattering around, or a flag waving.
After setting up a scene it's possible to use computer dynamics to calculate all behaviour of objects,
and export them to 3ds or obj and so on.

So I made a Quake flag to use in my maps.

Image

When you like it you can download a map called qflag.zip
in models with example on quaketastic,
but for that you have to log in.

:wink:
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Re: What are you working on?

Postby hogsy » Sun Dec 28, 2014 5:53 pm

Currently working on integrating our material system with the new rendering pipeline and adding support for detail maps.

Image
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Re: What are you working on?

Postby toneddu2000 » Mon Dec 29, 2014 10:08 am

Wow hogsy! I imagine you're making a big effort to create a new material system and a new rendering pipeline in your engine. Compliments! I still find odd that you get rid of quakec for a c-based gamecode though (imo quakec is the best thing of quake engine 1! :D )but, of course, you'll have your motivations!
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Re: What are you working on?

Postby Irritant » Wed Dec 31, 2014 2:02 pm

Still working on the level using the new terrain tech in our CRX engine. It's tricky and difficult to use yet, as we don't have a suitable editor other than editing the terrainmap images by hand. Still, I'm having fun with it :) The tech is getting closer to fruition - still need to add ragdoll collisions and normalmapping, but it's coming along.

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