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jay1ne

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  1. Sounds good...hey did you ever find out or figure out the issue why the color to the house was gray?
  2. Well since no one is wanting to help. Maybe if I was willing to paid for the help would that motive?? Well I'm willing to pay something if someone could do it. I can't pay alot because for one it's finished code that is just needing to be ported. And two it shouldn't be alot of work..If interested please PM me and we can neigotate!!!
  3. Sound great! My reason for trying to port to lighting is because I was using 3.7..which currently uses lighting. I wouldn't mind using shading (actually things look and operate just about the same on my cpu)..As I mentioned I have other shaders that were written for the lighting pipeline, so I would have to have those ported to shading and unfornately I'm not skilled in writting shaders to do it myself without help...so that's my reason for wanting the port. Not saying the development for T3D is keeping me from moving forward with my project but I been trying to focus on the art side of the project until the engine was in a state I felt was stable and had certain features and tools..With the art side pretty much finishing up. I'm now looking at getting a prototype going..I would hate to have rocked with T3D all these years to only move the project to another engine because it lacked a feature I was looking to have...Yes the feature wouldn't make or break the game and how it plays but it would add to the graphical part of things. Having eye candy makes the game more attractive..You can't sell your game by words alone..Alot of ppl are visual, and by seeing eye candy in screenshots ppl make their decision by what they see, so having pretty feature(s) along with easy to use tools helps and draws attention to a engine. Anyways is good to see different flavors of the engine..with lighting, shading, and PBS..but in my imo all of them should get the same attention but I'm not in the SC so its just my opinion..
  4. Update: I restarted an attempt at porting to lighting..followed all the steps, regarding adding all the files and adding paths. During compiling I had a group of color values that kept giving me errors. I decide to comment them out and it built without any errors. It now starts the mission without freezing like it did my last attempt. The olpv icon shows up and the options are selectable. The only call stack error is point to reflections: ShaderData(OfflineLPVPropagatedShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $lpvData : register(S0) ShaderData(OfflineLPVPropagatedShaderData): samplerNames[1] = "$" are diferent to sampler in shader: $prePassBuffer : register(S1) ShaderData(OfflineLPVPropagatedShaderData) sampler $lpvData not defined ShaderData(OfflineLPVPropagatedShaderData) sampler $prePassBuffer not defined C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(51,22): warning X3206: 'mul': implicit truncation of vector type C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(51,11): warning X3206: implicit truncation of vector type C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(70,15): warning X3553: can't use gradient instructions in loops with break, forcing loop to unroll ShaderData(OfflineLPVReflectShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $lpvData : register(S0) ShaderData(OfflineLPVReflectShaderData): samplerNames[2] = "$" are diferent to sampler in shader: $matInfoBuffer : register(S2) ShaderData(OfflineLPVReflectShaderData): samplerNames[1] = "$" are diferent to sampler in shader: $prePassBuffer : register(S1) ShaderData(OfflineLPVReflectShaderData) sampler $lpvData not defined ShaderData(OfflineLPVReflectShaderData) sampler $matInfoBuffer not defined ShaderData(OfflineLPVReflectShaderData) sampler $prePassBuffer not defined Any help would be appreciated!!
  5. Nope i mentioned they should allow to..if im not mistaken the current lightning solution was created by a community members..so i agree thats the least they can do is allow an author's name to be on what they create. Nonetheless it's a feature specifically for this engine..on gg side they should allow it, if that's it..imo its a small thing to ask.
  6. Agreed!!! I see pros and cons..nonetheless it is T3D and the feature(s) are be written specifically for that engine so if the rights go to garagegames then really it shouldn't be an issue. Daniels walkabout im sure took many hour to create and his nav mesh editor the same but now navmesh is apart of the main branch, the pbs work az is doing. I haven't asked him but I'm guessing if it being developed for T3D that he wouldn't mind either..i don't know maybe i been apart of the community so long that I don't see the issue of them owning code specifically made for the engine...it's not like you can plugin the code in another engine and it works..ijs Egos need to go in order for the engine to grow. If the engine grows everyone benefits!!! More games being developed = more attention = more ppl using the engine = more ppl work to implement items on the roadmap..
  7. Yeah i know features are being added and that great, i was just venting earlier.. So the reason its not is over credit..wow...i remember when t3d was in the betas and there was a lot I mean alot of talented ppl that put things into the engine and they didn't complain about credit. On the flip side I wouldn't see if a person waiting to have their name credited why that would be an issue. Me personally if it was me i wouldn't care. The end result should be bringing attention to the engine...
  8. Oh well.. Probably the reason why this community has dwindled to almost nothing and the engine is making small growth..Honestly I don't understand the position of creating a feature just to sit in cyber space never to be touched..i guess whatever floats ppls boats I guess...Its kind sad to see a engine that started off with so much potential fade because of things like this..oh well theres always other engines..
  9. I'm looking for help porting OLPV to work with the deffered lighting verison of the T3D engine. The current setup up is plugged into the shading pipeline and I'm trying to port to the lighting which is what the current verison of T3D is based on.. The idea would be to get it ported so it can be tested and possibly added to the main repo. Ultimately becoming an out the box feature. Currently it works well for the deferred shading pipeline and if the lighting verison works as good as the shading verison, then there isn't a reason why it shouldn't be added. IM me if interested.
  10. I know it wasn't a resource my point was in an attempt at porting something and have questions about something go to the author of the code..but that's fine if you have no interest on porting your own code. Hopefully somebody will be willing to help me out..It really would be a neat feature to add to the list of list things out the box in T3D..Ijs Anyone feel the sameway send me a message, the more heads on this the better..
  11. I just went to the offline branch and copied the changes that were done to the branch..Thats why I asked wh!at where the changes made and I would go to the author because I figures you would know exactly what was changed and if someone has issues you should be able to assist on how to install. I asked you a number a times what where ALL the changes made. For example when most ppl post resources and explain it step by step on how to add something. Not everyone has the same knowledge base in programming as I told you I'm more of an artist but I have a little knowledge of programming but obviously not where you are. A good explanation can go a long way. Anyways I'll restart my test and see where that ends me up to. Maybe I did copy something that was for the shading pipeline but as I said a good explanation of the altered files would help..Even for us dummies!!!
  12. Azaezel, Yep pretty much summed it up! Andrew, I understand they are all part of the per pixel technique they are all different type of render at least to my understanding. As you said offline isn't just limited too shading. My issue is that I'm having a hard time tracking down all the change made to have it working in the default (since you don't like the term deferred ) lighting. Honestly if it's working and working right there shouldn't be any reason why it shouldn't be added to the main repo..IJS That why I was attempt to get it working in the default lighting so people can pick their poison..Some may prefer shading and other lighting this way a person can pick what they are more familiar with. I feel somewhat comfortable working in code now but if I can be given a list or something to help me see all the changes then it would help me figure out what I did wrong. As I mentioned I have it compiling but it crashes upon load any level..The breakpoint or crash points to \source\materials\matinstance.cpp(521,0): {Fatal} - Not init'ed! and another points to shaders/common/lighting/advanced/vectorLightP.hlsl(263,11): error X3013: 'autogenCondition_bde4cbab': function does not take 6 parameters Failed to initialize material 'AL_VectorLightMaterial' When I took a look at the line the last one pointed to. I think it was pointing to the return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att); I took a look at the original vector code and that wasn't in there..So it make me think is this for deferred shading, If so what would I need to put in to get it back to lighting? if anyone could help me out it would be great!
  13. If im not mistaken I believe it per pixel.. At least up to 3.6...I had a few custom shaders done and I was told it was per pixel. I know andrew and azarael completed a verison of the engine based on shading but to my knowledge I dont think the main branch did.
  14. Yeah the branch is based in deferred shading, so if you compile it from or port to a project default its set to deferred shading. I've been trying to get it working in the default per pixel lighting but been running into issues..Everything compiles ok but crashes whenever I load a mission. Andrew said it should work in per pixel but I'm having a hardtime tracking down all the stuff I need and then changing the areas that are written for deferred shading and change it back to per pixel..If anyone has successfully done this please help me out, been wrestling with it for a few days..
  15. Just curious has anyone ported this to deffered lighting (default per pixel) successfully yet? I played with it in deffered shading and I feel it would be a great addition to the main repo, granted anyone being successfully at the port..
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