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[REL] Dynamic Shaders

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  23:27:06  24 February 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
02/25/2012 0:10:32
Messages: 1975
Your shaders Meltac are AWESOME,mod is really amazing ...!
I never saw my game like that!

on TT2:

I have never seen the bricks, the walls,environment ...like that!
I still have to refine the settings but it's work!

I only have a crash when I try zooming (but with a gun that I modify)

Expression : fs
Function : CResourceManager::_CreateVS
File : E:\stalker\patch_1_0004\xr_3da\ResourceManager_Resources.cpp
Line : 185
Description : shader file doesnt exist
Arguments : i:\soc\gamedata\shaders\r2\Expression : fatal error

The fantastic effect of shaders is specially striking about this old mod.

On OGSE everything is perfect, I'll test now zooms in detail!

And thank you once again, for this great work!
  23:42:36  24 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Thanks, glad you like it. However, all of the screens you posted are not my work... they are the result of Sky4ce's latest shaders with some of Kingo64's tweaks.


---QUOTATION---
I only have a crash when I try zooming (but with a gun that I modify)

Expression : fs
Function : CResourceManager::_CreateVS
File : E:\stalker\patch_1_0004\xr_3da\ResourceManager_Resources.cpp
Line : 185
Description : shader file doesnt exist
Arguments : i:\soc\gamedata\shaders\r2\Expression : fatal error

---END QUOTATION---



As the error says, the game is missing one or more shader files. Probably you'll just need making a folder diff between your old shader/r2 folder and mine and copy the missing files over.
  00:08:51  25 February 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
02/25/2012 0:25:54
Messages: 1975
Sorry I was wrong directory screenshot and confused TK2 and TT2!

and so tested in TK2:

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

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

http://i.imgur.com/aM7kU.jpg

http://i.imgur.com/7DfUS.jpg

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

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

http://i.imgur.com/vz0Ue.jpg

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

http://i.imgur.com/CPO6q.jpg

Thank's !
Really impressive!

I will now patiently set the user and glasses in the mod tested.

Edit :scope in tt2 is ok now !Thanks!Effectly,I rename always old folder shaderori,and make unfortunatly a merge with folders.Now all right!never crash even my old gun tampered!
Now I will test in the night, to enjoy night vision with scope!
  00:36:24  25 February 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
02/25/2012 0:36:36
Messages: 1519
Now that looks much more like my work, thanks

Important note:
As you see in that scopes' screens, the settings don't fit yet. So if you don't use gnomus' scopes or some similar scope textures pack you should modify the following values in ShaderSettings.txt:


#define NV_RADIUS float(0.5)


and

//#define NV_ZOOM float(1.5)

  00:53:41  25 February 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Oh "merci beaucoup"!

Actually I did not see how and where change the value.

so I set that.


Excuse me probably my last question:
Do you not think adapt this marvel for Call of Pripyat?
Or it's a completely different and hard work?
  00:58:52  25 February 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
02/25/2012 1:02:09
Messages: 1890
Hey meltac, here are the screens of my scope textures that i use in k10:

Full HD 1920x1080:

http://www.moddb.com/members/iloner1/images/k10-vision-scopes

to the left for more ofc.


--------------------

here are your shaders in Full Glory:

http://www.moddb.com/mods/k10-vision/images/new-screens-new-shaders#imagebox
  04:19:15  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
Maybe its me, but I can never see any visual difference between a 1024 scope texture and a HD scope texture *shrug*
  04:31:47  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
I'll let you know how the shaders behave meltac. I do think user issues atm are more down to how X-Ray works though so anybody using funky texture sizes like 1920 will probably get glitches.
  05:13:40  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/25/2012 6:15:24
Messages: 1432

---QUOTATION---

FATAL ERROR
 
[error]Expression    : fatal error
[error]Function      : CScriptEngine::lua_error
[error]File          : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line          : 73
[error]Description   : <no expression>
[error]Arguments     : LUA error: ... of chernobyl\gamedata\scripts\shader_control.script:353: attempt to index local 'add_data' (a nil value)
 

stack trace:




With K10, i zoomed in with my ZM LR300, Custom Scope 1920x1080 and (2.01x) - 50.7 zoom.

in bar, and i replaced the bloom_something.fs with the one from 1.0

EDIT:

i do have one thing...i changed my time_to_aim to 3....instead of 1

Try that script (don't necessarily use the ShaderSettings, just the script):

http://rghost.net/36693688

Hope this helps.

EDIT:
My last post was addressed to olivius74...

EDIT2:
Guys with vanilla scope textures (no gnomus or similar) should take the ShaderSettings.txt from the above mini patch.
---END QUOTATION---



Same issue here, only with a scoped AS Val. My guess; under local nv_colors, any weapon that isn't defined there will cause the script to bug out. You're also making a mistake in your shader_control script file Meltac by assuming the texture name for PSO-1 and Susat scopes is "wpn_crosshair". I don't think theres much you can do about that though the script will just have to be edited by modders to use the right textures.

The main issues I've noticed though is that DOF is slightly laggy, after zooming with a weapon it takes a few seconds to unblur. The other bug is quite amusing, switch to a under barrel grenade launcher on a weapon then press the zoom button. You will get the magnifying-like glass texture appear

I think you can probably fix the latter of those issues by removing _w_gl for each weapon in packet_utils script, I've not tested that yet though.
  15:42:30  25 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/25/2012 17:55:14
Messages: 1432
I'm fixing as I go here but for Meltacs records;

To fix odd texture behaviour;

In ShaderSettings.txt change NV_RADIUS float to (0.45) (this paramater should work for gnomus' scopes as well)
Open shader_control.script, comment out the following;


---QUOTATION---

--icon:InitTexture(scope_texture)
--icon:SetTextureOffset(0, 0)
---END QUOTATION---



This will remove the scope texture when zooming with a grenade launcher attachment and not effect scopes when zooming in primary fire mode. However the NV overlay is still visible. Not perfect, but better. For now I would recommend adding every scoped / scopable weapon into shader_control.script but change paramaters to 1,1,1 for any scoped weapon that can also have a GL attachment. This way NV is effectively disabled for those weapons and the overlay when zooming with the GL attachment isn't too noticable even with stronger Zoom DoF effect. This is temporary, I'll continue to look at Meltacs script for a proper fix but Meltac himself at this stage is likely to know a better fix because he wrote the script, he knows exactly what does what where I'm still figuring that out

If I am to guess though its likely a exception needs to be added so the script can tell the difference between normal zoom and when zooming with a underbarrel GL attachment so the overly isn't used in those conditions.

I'm still working on figuring out why when you exit zoom it takes a second or two for things to unblur - this isn't a issue in older versions.

EDIT - To remove the weird magnifyer when zoomed with a GL attachment comment out #define NV_ZOOM float(1.5) in ShaderSettings file. This will remove the magnifyer when zoomed in primary fire mode, but IMO thats a non-issue as everybody tends to set their own zoom levels for weapons anyway. Want to enlighten us Meltac why you included NV_ZOOM float? I'm a bit puzzled why you did considering the odd stuff it does when zooming with GL attachments.
 
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