lowdragon@Posted: Mon Jun 23, 2008 3:14 pm : Hi, i like to have a "classic" shock moment for my map/mod/whatever which looks like here
Code:
http://www.devmex.com/temp/face/face01.html
if the flash movie does not work here a gif
Code:
http://www.devmex.com/temp/face/face01.gif
the effect, of course, is a lot faster.
First i changed the colorprocess.vfp which provides greyscale/blending, so i "just" need to invert the currentrender but there is obviously a hidden logic error ( he, obviously, hidden . pretty funny :) because i got it inverted or greyscale but not both :evil: - anyway, there must be an easier way with .mtr files.
Sorry, since iam not familiar working with materials - how do i supposed to make a textureShader which inverts + greyscales a texture.
just inverted :
Code:
textures/nightshift/invshock2
{
noshadows
noimpact
sort postProcess
{
rgba -1
map _white
blend gl_one_minus_dst_color, gl_zero
}
}
thx for any help.
6th Venom@Posted: Mon Jun 23, 2008 4:10 pm : RGBA -1 will not work, it's a 0 to 1 value only.

...i don't think it's possible with only vanilla D3 shaders, you must make your own vfp
If you know how to do that, i don't think it's the hardest effect to do.
pistonfan92@Posted: Mon Jun 23, 2008 8:22 pm : THANKS ALOT GUYS FOR ALL YOUR HELP!!! i figured out. like i said it took me this long because im not always on the computer. im at work or hanging out. so thanks a TON!
now i just gotta figure out the textures : )
6th Venom@Posted: Mon Jun 23, 2008 8:49 pm : Could you tell us (me) how you achieve that, please?


pistonfan92@Posted: Tue Jun 24, 2008 12:55 am : how i achieve what. lol. u mean i i figured it out?
lowdragon@Posted: Tue Jun 24, 2008 9:30 am : Hmmm, i know that -1 wouldnt work

just added to show how it looks like.

However (default d3 vfp are working fine), even if i just changed a single line the postprocess doesnt fit in the "renderwindow" anymore.
see
wrongscale plus by using AA the screen is flipped vertically.

Maybe its the use of g_testpostprocess ... i have to figure out myself.
PS : IF you would write in "big red letters" it would be just a little more offensive you know.

6th Venom@Posted: Tue Jun 24, 2008 4:16 pm : lowdragon wrote:
PS : IF you would write in "big red letters" it would be just a little more offensive you know.

Who are you talking to, Pistonfan92 or me?
I'v learned something new about D3 today, RGBA -1 works!

(and so, red, blue, green, alpha and color do?)
pistonfan92@Posted: Tue Jun 24, 2008 4:31 pm : yeah i have no clue what hes talking about hahahaha
pistonfan92@Posted: Tue Jun 24, 2008 5:05 pm : last but not least. another question. how would i post my modes online. is there a website?
lowdragon@Posted: Tue Jun 24, 2008 5:10 pm : may you misunderstood your question

pistonfan92@Posted: Tue Jun 24, 2008 6:05 pm : um. that statement didn't make sense. anybody else?

rebb@Posted: Tue Jun 24, 2008 6:12 pm : For some reason i think that pistonfan is trying to reply to another thread

.
lowdragon@Posted: Tue Jun 24, 2008 7:01 pm : i guess it is chatting with itself

lowdragon@Posted: Fri Jul 11, 2008 11:40 pm : That was kind of solved - replace scrblur.vfp with colorprocess.vfp and use like other influance materials (see decals/bloodyfilmred).
Code:
textures/nightshift/invshock
{
noshadows
translucent
qer_editorimage textures/decals/greystatica.tga
{
vertexProgram scrblur.vfp
vertexParm 0 1.5 //weightingX
vertexParm 1 1.375 //weightingY
vertexParm 2 1.2, 1.2, 1.2 //target full intensity RGB
fragmentProgram scrblur.vfp
fragmentMap 0 _currentRender
fragmentMap 1 _currentRender
}
{
blend add
scale 2,2
translate time * staticatable[ time * 10 ], time *staticatable[ time * 10 ]
rotate time * 7
map textures/decals/greystatica.tga
}
{
blend filter
scale 2,2
translate time * staticatable[ time * 20 ],time * staticatable[ time * 20 ]
rotate time * 6
map textures/decals/oldfilm.tga
}
{
blend filter
scale 1, .007
translate time * 0, time * -40
map textures/decals/oldfilm3.tga
}
// invert_colorise
{
blend gl_one_minus_dst_color, gl_zero
map _white
red Parm0 * .6
green Parm1 * .45
blue Parm2 * .35
}
}
have fun

lowdragon@Posted: Mon Jun 23, 2008 3:14 pm : Hi, i like to have a "classic" shock moment for my map/mod/whatever which looks like here
Code:
http://www.devmex.com/temp/face/face01.html
if the flash movie does not work here a gif
Code:
http://www.devmex.com/temp/face/face01.gif
the effect, of course, is a lot faster.
First i changed the colorprocess.vfp which provides greyscale/blending, so i "just" need to invert the currentrender but there is obviously a hidden logic error ( he, obviously, hidden . pretty funny :) because i got it inverted or greyscale but not both :evil: - anyway, there must be an easier way with .mtr files.
Sorry, since iam not familiar working with materials - how do i supposed to make a textureShader which inverts + greyscales a texture.
just inverted :
Code:
textures/nightshift/invshock2
{
noshadows
noimpact
sort postProcess
{
rgba -1
map _white
blend gl_one_minus_dst_color, gl_zero
}
}
thx for any help.
6th Venom@Posted: Mon Jun 23, 2008 4:10 pm : RGBA -1 will not work, it's a 0 to 1 value only.

...i don't think it's possible with only vanilla D3 shaders, you must make your own vfp
If you know how to do that, i don't think it's the hardest effect to do.
pistonfan92@Posted: Mon Jun 23, 2008 8:22 pm : THANKS ALOT GUYS FOR ALL YOUR HELP!!! i figured out. like i said it took me this long because im not always on the computer. im at work or hanging out. so thanks a TON!
now i just gotta figure out the textures : )
6th Venom@Posted: Mon Jun 23, 2008 8:49 pm : Could you tell us (me) how you achieve that, please?


pistonfan92@Posted: Tue Jun 24, 2008 12:55 am : how i achieve what. lol. u mean i i figured it out?
lowdragon@Posted: Tue Jun 24, 2008 9:30 am : Hmmm, i know that -1 wouldnt work

just added to show how it looks like.

However (default d3 vfp are working fine), even if i just changed a single line the postprocess doesnt fit in the "renderwindow" anymore.
see
wrongscale plus by using AA the screen is flipped vertically.

Maybe its the use of g_testpostprocess ... i have to figure out myself.
PS : IF you would write in "big red letters" it would be just a little more offensive you know.

6th Venom@Posted: Tue Jun 24, 2008 4:16 pm : lowdragon wrote:
PS : IF you would write in "big red letters" it would be just a little more offensive you know.

Who are you talking to, Pistonfan92 or me?
I'v learned something new about D3 today, RGBA -1 works!

(and so, red, blue, green, alpha and color do?)
pistonfan92@Posted: Tue Jun 24, 2008 4:31 pm : yeah i have no clue what hes talking about hahahaha
pistonfan92@Posted: Tue Jun 24, 2008 5:05 pm : last but not least. another question. how would i post my modes online. is there a website?
lowdragon@Posted: Tue Jun 24, 2008 5:10 pm : may you misunderstood your question

pistonfan92@Posted: Tue Jun 24, 2008 6:05 pm : um. that statement didn't make sense. anybody else?

rebb@Posted: Tue Jun 24, 2008 6:12 pm : For some reason i think that pistonfan is trying to reply to another thread

.
lowdragon@Posted: Tue Jun 24, 2008 7:01 pm : i guess it is chatting with itself

lowdragon@Posted: Fri Jul 11, 2008 11:40 pm : That was kind of solved - replace scrblur.vfp with colorprocess.vfp and use like other influance materials (see decals/bloodyfilmred).
Code:
textures/nightshift/invshock
{
noshadows
translucent
qer_editorimage textures/decals/greystatica.tga
{
vertexProgram scrblur.vfp
vertexParm 0 1.5 //weightingX
vertexParm 1 1.375 //weightingY
vertexParm 2 1.2, 1.2, 1.2 //target full intensity RGB
fragmentProgram scrblur.vfp
fragmentMap 0 _currentRender
fragmentMap 1 _currentRender
}
{
blend add
scale 2,2
translate time * staticatable[ time * 10 ], time *staticatable[ time * 10 ]
rotate time * 7
map textures/decals/greystatica.tga
}
{
blend filter
scale 2,2
translate time * staticatable[ time * 20 ],time * staticatable[ time * 20 ]
rotate time * 6
map textures/decals/oldfilm.tga
}
{
blend filter
scale 1, .007
translate time * 0, time * -40
map textures/decals/oldfilm3.tga
}
// invert_colorise
{
blend gl_one_minus_dst_color, gl_zero
map _white
red Parm0 * .6
green Parm1 * .45
blue Parm2 * .35
}
}
have fun
