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[REL] Dynamic Shaders 2.0 CTP

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  11:59:19  3 February 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
d4v33edz: No need for apologees looks better now, although I'm wondering why the god rays don't kick in here - maybe you try increasing their intensity (SSH_EXPOSURE in ShaderSettingsSunShafts.txt)? Or did you intentionally tune down or disable them?

Btw, if ok for you I'll upload that last screen of DS+SWTC to moddb.

olivius74: Did you try using only my shaders, or did you copy mine over/into the existing shaders of OP2? And is there some xr_shaders (or similarly named) file in the root of the gamedata folder?
  15:01:00  3 February 2015
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olivius74
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On forum: 11/19/2010
Messages: 1944
No, SDK / ShaderEditor has absolutely nothing to do with my shaders! Might be misleading, but actually Stalker games use different types of "shaders", and what is being edited with the SDK is only one of them. To my knowledge there are no other tools doing such, so I am afraid you'd need to gain some basic HLSL knowledge to do the merge manually.

Thank you for precision,and yes when I look one of your shader file....
I see that is only for specialist.

Btw, have you copied over the bin's as well?

Yes,the strange is the game start,usually when the files bin are not adapted we can't start the game.

Did you try using only my shaders

Yes in fact I copy your shader just over my existing folder (saved before of course).But even with only your shader the game don't start.


Is there some xr_shaders (or similarly named) file in the root of the gamedata folder

Yes,but in the .db archive of the mod.
I don't unpack this archive but I can have this file.


Once again thantk you very much to take time to answer question we ask you.Be sure that I especially don't want boring you ,you have already done so much fantastic stuff...and i have other idea:may be i will use on this specific mod your old version of Dynamics Shaders,seems to me more easy to merge...and have also fantastics effects.

Cheers
  15:15:51  3 February 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/03/2015 15:17:41
Messages: 1519

---QUOTATION---
Is there some xr_shaders (or similarly named) file in the root of the gamedata folder

Yes,but in the .db archive of the mod.
I don't unpack this archive but I can have this file.
---END QUOTATION---



Well, that might be the problem here. Probably you would have to unpack that file from the mod, unpack the vanilla version, merge both together, and re-pack the resulting file again. I've tried that on several mods but the russian packer/unpacker tool seems to have troubles in many cases.

So for mods that contain their own xr_shaders file, specific merging of the HLSL shader files is required in most cases, which, as I said before, requires some experience with the shader programming language.


---QUOTATION---
Be sure that I especially don't want boring you
---END QUOTATION---



Actually you are entertaining me much more than you are boring
Seriously, it's fascinating for me to see others' efforts to merge DS with other mods, and the results being created by doing so. So I'm eager to provide help where I can (although I'm a bit limited to writing posts instead of testing/doing shader work these days).


---QUOTATION---
i have other idea:may be i will use on this specific mod your old version of Dynamics Shaders,seems to me more easy to merge...and have also fantastics effects.
---END QUOTATION---



Yes, might be easier to merge in some cases. But under certain circumstances you are likely to run into the same troubles as those described above... and you will loose a few nice features like wet surfaces, visor drops, soft shadows, or underground lens flares...

Btw, don't hesitate to post new/other screenshots from DS running in other mods -
I love to see the results of such combinations
  19:45:55  3 February 2015
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d4v33edz
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On forum: 12/10/2012
 

Message edited by:
d4v33edz
02/03/2015 20:40:42
Messages: 192
I will have another look at the sunshafts, I haven't touched any of your settings.
Of course I have no problems with posting on moddb. I will play through the game a bit and see how things look, I may attempt a merge with ZRP just to race through some levels.


Edit:

Sunshafts!! I had a missed a line in the environment.ltx when I merged the 2 together.

So now I have sunshafts, wow these are really full on, I might tune them down a little, any advice?

[img]http://i.imgur.com/27HMttM.png[/img]
  19:57:33  3 February 2015
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
02/03/2015 20:01:44
Messages: 1944
Actually you are entertaining me much more than you are boring

Great! I was thinking ,maybe it have to end up bored to see all these questions!
After the hard work you made ,now it's necessary for us ,if we want to see those effects to work a little too!

I found your mod so fabulous ...since the beginning on OGSE 0692...
But now,to see such effects in the old radar map (screens mod OLR) is for me ...extraordinary!
I remember the build of 2004, we just happened to launch in 1024x768, and now... what we see is so beautiful and inimaginable few years!
You have been able to improved the visual limits so high!
Really like the double rainbow,the evolution in time is perfect...like in reality!
Congratulations!

So I follow my test on OP2 and finally after so many hours... first good results :
DS works on OP2 with your first version Dynamic Shaders 1.2 Beta (with patch 1 and 2)!And Even the infra vision!
First screens,need some settings of course.
And not so much intensity for infra because I don't modify in first time the swtc weather ...now need a break
Seems works on emission also (in first test crash direct when an emission occurs)

Wow emission ,time to take a photo!

http://i.imgur.com/Uh838MZ.jpg



http://i.imgur.com/Utv5oFm.jpg

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

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

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

http://i.imgur.com/T7lbsp4.jpg

http://i.imgur.com/MufUS1R.jpg

http://i.imgur.com/rrh71Z8.jpg

http://i.imgur.com/9quePqL.jpg


It's really a pleasure to disccuss with you and appreciate so great effects.
And thank's to you to use our screens,I try to do best for showing how your mod is awesome.

Good evening Sir!
  00:24:45  4 February 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Sunshafts!! I had a missed a line in the environment.ltx when I merged the 2 together.

So now I have sunshafts, wow these are really full on, I might tune them down a little, any advice?


---END QUOTATION---



d4v33edz: Yes they are indeed way over the top. Try lowering the values of SSH_EXPOSURE in ShaderSettingsSunShafts.txt.

olivius74: Thanks for your efforts in merging DS into other mods as well Actually there are many self-called "modders" that don't care much about trying to merge two mods together... so I appreciate those who do! And glad you got at least some version working with OP2, hope to see more from you soon

Cheers!
  20:21:25  4 February 2015
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d4v33edz
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On forum: 12/10/2012
 

Message edited by:
d4v33edz
02/04/2015 20:35:59
Messages: 192
Thanks for the advice, I lowered them to:

Relative "weight" of the light rays
#define SSH_DENSITYS float2(0.9,0.6) // 0.6

Result is a little less strong:

http://i.imgur.com/SqG0KAY.png[/img]

I have to say how impressive the shaders are though, I am just messing about in the cordon at the moment trying to set them up just right, but when I see this type of scene, it is amazing:

[img]http://i.imgur.com/qEuYpxV.png[/img]

[img]http://i.imgur.com/tXTVWmE.png[/img]

@olivius74 - I'm enjoying your screens, nice work indeed
  20:33:17  4 February 2015
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Hmm, still doesn't look too convincing to me... have you changed any other values, e.g. lowered the quality (number of samples) or something?

The sun rays would be supposed to look like this:

http://www.moddb.com/mods/dynamic-shaders/images/close-to-final-sun-shafts4

http://www.moddb.com/mods/dynamic-shaders/images/close-to-final-sun-shafts2
  20:40:27  4 February 2015
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d4v33edz
Senior Resident
 

 
On forum: 12/10/2012
 

Message edited by:
d4v33edz
02/04/2015 21:19:23
Messages: 192

---QUOTATION---
Hmm, still doesn't look too convincing to me... have you changed any other values, e.g. lowered the quality (number of samples) or something?

The sun rays would be supposed to look like this:

http://www.moddb.com/mods/dynamic-shaders/images/close-to-final-sun-shafts4

http://www.moddb.com/mods/dynamic-shaders/images/close-to-final-sun-shafts2
---END QUOTATION---



No I haven't changed any other values, perhaps if I lowered the value down from 0.6 to 0.4 and try again?

EDIT: Now I am embarrassed :\ I had changed the wrong value.

Now I have this value:

#define SSH_EXPOSURES float2(0.13,0.05) // 0.05

And this effect, much better! :

http://i.imgur.com/IcpRR7p.png[/img]

Thanks Meltac
  21:36:24  4 February 2015
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Decane
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On forum: 04/04/2007
Messages: 1666
Meltac, do you know of a way to prevent/bypass the shadow quality degradation that results if one increases the value of the r2_sun_near parameter?
 
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