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Ghost

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Posts posted by Ghost

  1. 10 hours ago, havenphillip said:

    You can try changing the bottom of the shader like this. This works in the material editor for me.

     

    #if BFN_ENABLED==1
        //Best-fit normals
        fragData1 = texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z)));
        fragData1.a = fragData0.a;
    #else
        //Low-res normals
        fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a);
    #endif
        int materialflags=1;
        if (ex_selectionstate>0.0) materialflags += 2;
        fragData1.a = materialflags/255.0;

        float specular = color_specular.r * 0.299 + color_specular.g * 0.587 + color_specular.b * 0.114;

        fragData2 = vec4(0.0,0.0,0.0,specular);

        vec3 dissolve_col = vec3(0,1,0);
        if (NoiseV<InvAlpha+0.03) fragData2 = vec4(dissolve_col,specular);

    }

    Partially helped, thanks. Alternatively, I can include this material directly after the character's death.
    image.thumb.png.660a52c64a64db22b25957944332a3a1.png

    • Like 2
  2. On 2/23/2023 at 12:44 AM, havenphillip said:

    Is it red in the Material Editor? If so it could be your normals alpha channel.

    Edit: I just saw the picture it looks like it is. The first thing I would do is check your fragData1 lines in the Fragment shader. They should look like:

        //Normals Output
        fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a);
        fragData1.a = 1/255.0;

    If I change the specular map to completely black, the red color  disappears, but the character stops responding to the lighting.
    image.thumb.png.9de5ce511145f7ec75493664bd45c132.png

     

    20230224182412_1.jpg

  3. On 2/23/2023 at 12:44 AM, havenphillip said:

    Is it red in the Material Editor? If so it could be your normals alpha channel.

    Edit: I just saw the picture it looks like it is. The first thing I would do is check your fragData1 lines in the Fragment shader. They should look like:

        //Normals Output
        fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a);
        fragData1.a = 1/255.0;

    It didn't help.

  4. 22 minutes ago, Josh said:

    There's also the issue that if the files you are loading are packaged in an encrypted zip file, the engine won't be able to read the files. File reading is not supported because it would break the protection. You would need to keep those files in the game's folder, not in a zip file.

    What should I do if I just want to read the files and not change them?

  5. The game engine does not support Cyrillic characters, so I had to sweat replacing the letters in the original font. Now you can switch the language during the game. The result can be seen in these screenshots:

    Russian:

    20210216220149_1.thumb.jpg.e70167e918d3014b9c17ccb531f74285.jpg20210216220154_1.thumb.jpg.48ba345fafbfa2ff5c17bc692327120b.jpg

    English:

    20210216220201_1.thumb.jpg.c1658b4eaa5bd10cc885b3ac17b5bcd6.jpg20210216220205_1.thumb.jpg.08019e44e275c4c9bcbaf07dbb07f309.jpg

    • Like 1
  6. CONCEALMENT

    You receive a strange letter from your brother. He asks that you urgently come to an abandoned village where something strange is happening. Your goal is to find your brother and find out what caused the strange events.

    20210210232712_1.thumb.jpg.b4af888b2935b13a74c8a3ebbb49550e.jpg20210208192937_1.thumb.jpg.af2b81fcbb36abf4cd60194a63a76817.jpg

    Features:

    • Open for research location - Go wherever you want, explore the territory to your heart's content.
    • Interactive items - You can pick up and examine items.
    • Non-linear plot - Change the plot with your actions.

    https://store.steampowered.com/app/1541690/Concealment/

    • Like 11
  7. Can you help me? Whats wrong this that shader? It's just a black screen:

    //Fragment
    #version 400
    
    //https://www.shadertoy.com/view/ldjGzV
    
    out vec4 fragData0;
    uniform float currenttime;
    float time = currenttime/1000;
    uniform vec2 buffersize;
    
    uniform sampler2D texture1;
    uniform bool isbackbuffer;
    
    float range = 0.05;
    float noiseQuality = 250.0;
    float noiseIntensity = 0.0088;
    float offsetIntensity = 0.02;
    float colorOffsetIntensity = 1.3;
    
    float rand(vec2 coord)
    {
        return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453);
    }
    
    float verticalBar(float pos, float uvY, float offset)
    {
        float edge0 = (pos - range);
        float edge1 = (pos + range);
    
        float x = smoothstep(edge0, pos, uvY) * offset;
        x -= smoothstep(pos, edge1, uvY) * offset;
        return x;
    }
    
    void main(void)
    {
    	vec2 uv = gl_FragCoord.xy / buffersize.xy;
    	if (isbackbuffer) uv.y = 1.0 - uv.y;
    
        for (float i = 0.0; i < 0.71; i += 0.1313)
        {
            float d = mod(time * i, 1.7);
            float o = sin(1.0 - tan(time * 0.24 * i));
        	o *= offsetIntensity;
            uv.x += verticalBar(d, uv.y, o);
        }
        
        float uvY = uv.y;
        uvY *= noiseQuality;
        uvY = float(int(uvY)) * (1.0 / noiseQuality);
        float noise = rand(vec2(time * 0.00001, uvY));
        uv.x += noise * noiseIntensity;
    
        vec2 offsetR = vec2(0.006 * sin(time), 0.0) * colorOffsetIntensity;
        vec2 offsetG = vec2(0.0073 * (cos(time * 0.97)), 0.0) * colorOffsetIntensity;
        
        float r = texture(texture1, uv + offsetR).r;
        float g = texture(texture1, uv + offsetG).g;
        float b = texture(texture1, uv).b;
    
        fragData0 = vec4(r, g, b, 1.0);
    }

     

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