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[REL] Dynamic Shaders 2.0 CTP

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  11:32:59  27 March 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Why do I feel like I want merge for lost alpha.

Meh gotta do it myself.
---END QUOTATION---



I've already had a couple of such request, so it might be very helpful to others if you'd release your LA merge after you've done it
  12:23:29  27 March 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
03/27/2015 12:26:49
Messages: 1943
Hello

Yes, I really think your DS20 is a must for all mods we play!
When we saw one time the effects,we can't play after without it in other mods!
Too addictive!
Because without these shaders, it missing necessarily something!

Some screens in old Yantar (ORL25):

http://i.imgur.com/cZ35aQ8.jpg

http://i.imgur.com/mT1PKh3.jpg

http://i.imgur.com/Prd8zPw.jpg

http://i.imgur.com/0ghvt9j.jpg


And with effects in high radioactive and psy area :

http://i.imgur.com/6KBBIGO.jpg

http://i.imgur.com/35cBTbo.jpg

http://i.imgur.com/chf7j43.jpg


And again ...a new idea or request ,please ,Dear Sir Meltac !
Do you thing we can also see a rainbow in CoP one day?
Must it take up your amazing work or could it fit on CoP ?
And ,have you time to play a mod with your unexampled shaders?
Or ,on what you working now ?

Best Regards
  13:32:22  27 March 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
03/27/2015 13:33:42
Messages: 1519
Thanks again for your feedback and for posting those screens.
As for your questions:


---QUOTATION---
Do you thing we can also see a rainbow in CoP one day?
Must it take up your amazing work or could it fit on CoP ?
And ,have you time to play a mod with your unexampled shaders?
Or ,on what you working now ?
---END QUOTATION---



I won't port the mod or parts of it to CoP myself because I don't have the time for this. However I've already heard from more than one person who has started porting to CoP, so with luck we'll see some port soon. Otherwise you'd probably need to do it yourself, sorry.

My very limited spare time I am currently spending for providing as much support as possible to user of the mod, and to fellow modders trying to integrate the CTP into their mods. That's about all I can do at the moment.
  01:59:01  28 March 2015
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1943
Thank's for precision

Last adaptation on the incredible and excellent addon JeK for OGSE 0962:

http://i.imgur.com/3uXbqhL.jpg

http://i.imgur.com/ALxpX4o.jpg

http://i.imgur.com/VEOLCuU.jpg

http://i.imgur.com/ajV7MQ0.jpg

http://i.imgur.com/HR9vJ8x.jpg

http://i.imgur.com/U8MsAKj.jpg
  12:57:58  11 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
04/11/2015 14:38:17
Messages: 1418
Hello Meltac,

Hey buddy, it's been awhile and I'm glad to see you're still working on your quality releases, this is a huge step for the eng Stalker mod community, fucken awesome mate!

I've read through the thread up to here, I've d/l the 2.0CTP and started to integrate it into Stalker Reblalanced v1.2, and have good results with limited testing so far. This is one feature that has to make the cut for the v1.2 release, which as you know uses the awesome SWO 3.1.1 for all weathers.

I have some questions for you, and maybe d4v33edz can offer some advice also, since I see he's already done a SWO merge too.

1. Your readme states it's for SHOC v1.0005 and provides two .dll bin files. Reb 1.2 will be based on v1.0006, which is needed for the memory optimizations (but it will also be compatible with 1.0005).

What makes DS2.0 only for 1.0005, will it still work with 1.0006, and can you please explain the purpose of the 2 .dll files?

2. Many of my script files that I'm merging are very different from vanilla. I think I have fluked the ui_main_menu.script merge so far, but what is your code in this file for?

My level_weathers.script is so vastly different I wasn't able to merge yours at all. From what I can tell it is only the
if weather == "p_surge_day" then

line that is needed, but I have no idea where to put it in the SWO file. Maybe d4v33edz can comment here please?

3. What is it that gives your detail_grnd_ textures their wet look? As I prefer the reb version of these textures, but mine don't do the wet look. Maybe if I just copy your alpha channel across???

4. I now have a weird HUD mask effect going on. As if my actor is wearing like a seva suit or something. But this HUD effect is on no matter what suit I'm wearing???

5. Weird issue, my load times have massively increased. Even just booting to main menu takes ages! 1st level load even longer! Re-loads aren't so bad. Any advice to tweak this?

Look forward to your comment, thanks in advance. And PS, really good work man, and really appreciated, thanks again for your efforts bro

Shad

EDIT: Oh yeah, I just wanted to say cheers for including all of Demonjax's tweaks and jittter code too, that's awesome
  22:05:57  11 April 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
04/11/2015 22:08:31
Messages: 1519
Hey Shad, thanks. Yeahs, it's been quite a while.

Glad you're about to integrate DS 2.0 into Reblalanced. As for your questions:

1. Haven't tested it myself, but a few users have confirmed that the CTP works with 1.0006 as well. I just don't use that patch normally as it tends to fuck up certain mods for no visible reason, what I dislike. One of the DLLs is required to make my shaders compile under SoC (won't work without), the other just to double launch speed (would work without).

2. Generally there shouldn't be much script merging required with the CTP. The ui_main_menu.script could be skipped, it's just there for debugging purposes. And the included level_weathers.script is from the Sun Restore mod and simply does what it says, restore the sun that wouldn't ever be visible in vanilla SoC without. Can be skipped as well.

3. The ground textures need 10-20% more blue color amount than the vanilla textures to be recognized properly as wet (The shader will decrease the blue amount again to prevent them from looking "too" blue). If you're using your own custom textures just try out what amount of blue is needed. Adjust the values for wet surfaces in ShaderSettings accordingly, there's a section about those color tweaks.

4. In visor_control.script you can assign what suit types should come with which of the two available visor overlays, if any.

5. Load times do suck, yes. Haven't found yet a good way around that, sorry. Only thing that helps is disabling certain features, worst effect have wet surfaces, visor drops, lens flares, and sun shafts. Turning one or more of those off will speed things up again.

Hope this helps - let me know.
  06:57:49  18 April 2015
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
04/18/2015 9:32:18
Messages: 1418
Hey man, thanks again for such a quality release.

1. Works 100% on v1.0006.

2. Noted, thanks. SWO 3.1.1 already reactivates the sun, so this runs perfectly without your version of level_weathers, and no need for the ui_main_menu code.

3. Seen, thank you. I've opened them all up in Paint.net, is this same as what you use? I can isolate the blue channel with either the adjustment, curves or adjustment, levels tool. But how to tweak the right amounts from there??

4. I've tried turning the visor off in the script and in the shader settings, but it stays on no matter what? Also, how do you tweak the different visor effects for each outfit?

5. Yeah, I've had to drop back to R1* while I'm working on other aspects of the mod, the load times are just too slow for modding and their are too many settings that need tweaking in the files to be able to keep loading and quitting all the time. And I do have an SSD too, but my system is starting to age, I haven't upgraded since 2010 and all the new effects take a massive hit on my frames

6. I'm using EggChen's awesome Predator Bloodsucker** mod, which turns the cloaked bloodsucker effect into a shimmering effect like on the predator movies. But with DS2.0, it's completely invisible!!! How can I restore this effect?

7. I've used your r2_sun_lumscale and r2_tonemap settings from your included user.ltx and they do look good. But, the ambient lighting is much too dark, I have to have the torch on all the time, even when outside during the day, and the lumscale_amb variable has no effect. How can I tweak the ambient lighting?

Thanks again in advance mate, and this time I have also read through your two threads on the ModDB site too.

Storm Shadow

* I had to roll back d3dx9_31.dll to get R1 to work.
** http://stalker.filefront.com/file/Predator_Bloodsucker;89134

Edit:

PS - 8. Remind me how to set the additional scope zoom again?
  22:28:52  19 April 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
No problem - Sounds already quite well

3. I'm using Gimp, but it shouldn't matter which tool as long as it allows you to change the color channel amounts, and save DDS files properly. There are no "exact" values to match, it is like "the more blue the more accurate the asphalt recognition" so you just have to play a bit with the blue amount as the required values is also depending on other things like the amounts of the other color channels, the bump map, your weather settings, and other shader or user.ltx settings being used.

4. if disabling the visor by commenting out the #define VIS line in ShaderSettingsVisor.txt then it won't even be compiled and won't come up accordingly. In visor_control.script you can assign suit types to visor types.

5. That's one way, an alternative that I use when modding other things is just disabling the "heavy" shader features temporarily (wet surfaces, visor drops, lens flares, and sun shafts).

6. Never tested that mod, but you'd basically just need to check what file it changes and which of those files get overwritten or compromised by my mod - then isolate those files in question and don't use mine. Worst case some merging might be required, but I doubt that.

7. The sample user.ltx's only purpose was to enable r2 by default so that the game can start properly with the CTP installed. You can use whatever other values you like, however remember to set them not only in user.ltx but also in weather_control.script as otherwise they would just be overwritten by the script (only affects those settings listed in the script). Also only change the "dry" part of the value set there as the "wet" part (second number) is required for the wet surfaces to work properly. Apart from those values you can change all user.ltx values apart from the r2_aa... settings. Also note that the included soft shadow algorithm will make things look generally a bit darker so you might need to experiment a bit what values look best with your mod.

8. I think this was NV_ZOOM and NV_BIAS in ShaderSettings.txt
  17:47:08  18 August 2015
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bdoomed
Senior Resident
 

 
On forum: 07/03/2012
 

Message edited by:
bdoomed
08/18/2015 17:51:29
Messages: 302
Found this bug:

Arguments : LUA error: ...ow of chernobyl\gamedata\shaders\r2\models_xglass2.s:18: attempt to call method 'textur' (a nil value)

Fixed:

in shaders\r2\models_xglass2.s
this line in the middle:

shader:sampler "s_distort":textur pfx\\pfx_dist_glass3"

change to : texture

(to open the models_xglass2.s, just change .s > .ltx)


Wonderful shaders!
  22:21:21  18 August 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Hey, thanks mate for the report - and the fix
 
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