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Marleys Ghost

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Everything posted by Marleys Ghost

  1. I never got them working in 2.24 to 2.27 I then gave up, but I noticed them working in one of Tylers vids where he is going "Postal" on some lockers.
  2. You gotta be quicker "Old" fella lol Andy what settings are you using for the terrain? do you still get this problem with the deafults?
  3. well other than Lumoojas comment, nothing. I am starting to think "shaders" have beome a taboo subject. But like you said LE is currently broken, and there has been no acknowledgement of the fact. Which seems "very odd". Maybe its just us few who are trying to do things outside of the Editor? I refuse to tinker to get things working only to find out it all needs to be put back the way it was if the shaders fix this. A simple framework program taking out all calls to PostPFX should work, not throw a shader error and crash. I am certain its the root cause of many of the issues if not all of them. I won't even try and compile the Bmax mods until I am sure. Will have to wait and see I guess
  4. Works fine for me there is an issue with MpT and it breaking up, not sure why you are having to assign a .mat. Have you tried just placing a node and ctrl copy drag another out? you may have to rotate the nodes around the Y axis to get a good alignment.
  5. Ok, is that something I need to do or you?
  6. See HERE *Pinned first post in this section.
  7. Not as far as I know Mack, I did an update, a forced update and installed to a different HDD and new folder but its still the same shaders.pak I was hoping someone in the know would say yay or nay that this is the problem and the new shaders.pak had not been upped by mistake.
  8. I've not tried since 2.27 and finding they did not work, but hasn't Tyler got decals working (or something similar) in his weaponwerks project?
  9. Well, Thanks Red, didn't think about it like that, was just a scene I had to hand that I could demonstrate what it was I was describing, as sometimes a picture is better.
  10. why lower specs? and as far as I am aware (and could be wrong) OGL isn't taylored for multi threading. So I am not sure how these two suggections would increase framerates?
  11. Yep, I do like that .. the glass is a nice touch, glass is #982 on my to do list .. so I now know who to bug when I get to it lol
  12. Now I like that, it is better than a lot of the stuff I have seen on the TV.
  13. You could try having a look through this site
  14. bloomin Bmax users .... oh wait ... I am just waiting for confirmation regards the shaders.pak no point tinkering yet until then.
  15. Is there something I need to set for the reflections in the waterplane to reflect the changes made with desaturate, brightness and contrast under the skybox settings ? To show what I mean this is desaturate at its lowest value, but the reflection in the water is still as per normal, this is the same for contrast and brightness. Probably something I missed. (This is in LWE 2.3 Editor)
  16. Nope tried that you end up with: Error: Shader file "abstract::postfilter_adjust.frag" not found. not sure what its for or trying to do or where to turn it off.
  17. Well after a little fiddling to coax the errors in the log these appear to be some of the missing shaders. Error: Shader file "abstract::postfilter_adjust_bloom_ssao_hdr.frag" not found. Error: Shader file "abstract::postfilter_adjust_bloom_hdr.frag" not found. Error: Shader file "abstract::postfilter_adjust_hdr.frag" not found. Error: Shader file "abstract::postfilter_adjust.frag" not found.
  18. There seems to be missing shaders from the .pak file that is being downloaded. Can it be confirmed that the new shaders.pak has been upped or are we just getting the old one?
  19. If you have made your 6 images (front,back,left,right,up,down) simply use the last part of the creating a skybox with terragen tutorial on the wiki to assemble them using the nvdxt.exe tool.
  20. I think the alpha channel of the bumpmap/normal/dot3 acts as a specular map.
  21. Can you be a little more specific?
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