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Messages - peachykeen

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1
General Discussion / Re: Dear NWN
« on: July 10, 2010, 02:21:46 PM »
Quote from: Chazzler
@ peachykeen, should you read this, would you mind pasteing the code in a quote here for that Endless Vision Range nwshader -file of yours, so I can try it out? :)


You mean the option to turn fog off?

That's not actually something that comes as a separate file. If you have NWShader, in the GUI there's a checkbox and a number-box. The check is "use fog", and you can leave it on or turn it off completely. The number-box is a multiplier, so if you have fog on, you can force it to be further away (if the game distance isn't far enough).
Unfortunately, those don't work well separately. I could paste the code, but without a hook library, C++ compiler and some know-how of Windows DLL system, it probably wouldn't help. ;)

Edit: For anyone curious, the code is here:
SourceForge.net Repository - [nwshader] Contents of /nwshader/src/base/nwshader.cpp
All NWShader's code is up on there, if anyone code-savvy wants to check it out.

2
General Discussion / Re: Dear NWN
« on: July 08, 2010, 12:19:17 PM »
As far as the removing NWShader/nwshader can break your game discussion...

An older version of NWShader did patch the NWMain.exe file. A lot of people didn't like that, so I took some time and research and found a different way to hook it in. The hook remover tool is only included for people who used the old version (Asgorath) and need to remove that.
For the later versions, you can just remove/rename dinput.dll (that's the core of NWShader) and NWN won't try to load it. So, with the latest version, there's no installation and removing it is just moving that file. Pretty simple, I think. :)

Those screens look great, though.

And I'm working on a new shiny water for ATis, so hopefully that'll be together soon. :)

3
General Discussion / Re: Dear NWN
« on: June 26, 2010, 07:14:34 PM »
Quote from: Acacea
For you, he has made a reality the possibility of taking the same old quest area and adding a moody red shader to all player clients for some abyss. All you need is a player with NWShader... and of course, a moody red shader to begin with.


;)

Code: [Select]

// Abyssal Plane Shader
// Red-map and horiz-jag

sampler2D lastShader = sampler_state {
generateMipMap = true;
minFilter = LinearMipMapLinear;
magFilter = Linear;
    WrapS = Mirror;
    WrapT = Mirror;
};

sampler2D lastFrame = sampler_state {
generateMipMap = true;
minFilter = LinearMipMapLinear;
magFilter = Linear;
    WrapS = Mirror;
    WrapT = Mirror;
};

float3 black = { 0.00, 0.00, 0.00 };
float3 white = { 1.00, 0.75, 0.10 };

float shader_flags = 0x0001; // off by default
float rand;
float time;

float2 viewport = { 1/1024, 1/768 };

float3 lumContrib = { 0.33, 0.61, 0.16 };

float getLum(float3 input)
{
float3 adj = input * lumContrib;
return ( adj.r + adj.g + adj.b );
}

float4 xyr_abyssal_func(float2 uv : TEXCOORD) : COLOR
{
float4 color = tex2D(lastShader, uv);
float value = getLum(color.rgb);
int timeD = time;
//timeD = timeD % 100;
timeD = abs( (float)( timeD % 100 ) - 50);

float4 temp = tex2D(lastShader, float2(uv.x - (viewport.x * ( 1 + rand * value ) ), uv.y));
temp += tex2D(lastShader, float2(uv.x + (viewport.x * ( 1 + rand * value ) ), uv.y));
temp += tex2D(lastShader, float2(uv.x - (viewport.x * ( 1 + rand * value ) ), uv.y));
temp += tex2D(lastShader, float2(uv.x + (viewport.x * ( 1 + rand * value ) ), uv.y));
temp /= 4;
value += getLum(temp.rgb);
value /= 2;

color.rgb = lerp(black, white, value + ( timeD / 5000 ) );
color.g *= color.g;

return color;
}


technique xyr_abyssal
{
pass
{
FragmentProgram =
compile latest xyr_abyssal_func();
}
}

(save as something .cgfx)

Quote
Here we are testing the theory of "If he builds it, they will come," and hoping for ourselves to become more shader-savvy for modding, and for those who already are to unleash a host of goodies for it.

I hope so. I'll be making what I can, too.

YouTube - NWShader: Infinite view

(hope you all don't mind me dropping in, I occasionally Google for mentions and caught yours this time 'round. Cheers. :) )

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