Fubar512 Posted April 4, 2008 Posted April 4, 2008 512x512 pixel "WaterNormal" bitmap in WoV (in conjunction with with Brain32's terrain tiles): Quote
Fubar512 Posted April 4, 2008 Author Posted April 4, 2008 Here's a quick and dirty video of the "enhanced" shader effects in action. I'm still tweaking and refining it, and bear in mind that I'm using an ATI Radeon (which has pixelation issues with ThirdWire's shaders). Is it worth it it? Watch the video and judge for yourselves: http://forum.combatace.com/index.php?autoc...si&img=5582 Quote
Silverbolt Posted April 4, 2008 Posted April 4, 2008 (edited) hee cool! i want it xD is there a way to modify the frequency of shadders? Edited April 4, 2008 by Silverbolt Quote
Heck Posted April 4, 2008 Posted April 4, 2008 My computer is going to blow up. But, I want it....... Quote
Fubar512 Posted April 4, 2008 Author Posted April 4, 2008 Just drop the attached file into your terrain folder, and make sure that you have the terrain (or water effects in WoI) at the highest settings. If you already have a waternormal.bmp in there, rename it so you can go back to it just in case you do not like the effect. Feel free to experiment with it. These are the settings that I'm using in WoV ( in the Vietnamsea_data.ini): [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.500000,1.500000,1.500000,1.000000 SpecularPower=5.000000 Reflectivity=1.00000 Transparency=0.95000 ZBufferOffset=2.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName=vietnamS1.TGA; <---in WoE, use GERMANYS1.TGA TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=vietnamS1.TGA; <---in WoE, use GERMANYS1.TGA TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE Quote
Fubar512 Posted April 4, 2008 Author Posted April 4, 2008 The Water FX as they appear in WoE, using the data edits that I've posted. Quote
+76.IAP-Blackbird Posted April 5, 2008 Posted April 5, 2008 It`s nice but look here it ends just in the middle of the pic its the israel2 terrain Quote
Fubar512 Posted April 6, 2008 Author Posted April 6, 2008 It`s nice but look here it ends just in the middle of the pic its the israel2 terrain Sorry, but shader effects view distance is hardcoded into the series, just as are the tree and building "pop up" distances. Because the water/sea tgas are being referenced in the ini as having a high level of reflectivity, the line of demarcation where the shader fx becomes visible is unfortunately quite evident. The shaders make the surface somewhat "less" reflective . Just look at the river surface in the image I posted and you'll understand. Quote
+76.IAP-Blackbird Posted April 6, 2008 Posted April 6, 2008 Jep you are right. I think we have to contact TK, maybe he change it in the next patch. Quote
+76.IAP-Blackbird Posted April 7, 2008 Posted April 7, 2008 I contacted TK about those hardcoded things.. here is his answer. Er, those aren't hardcoded Smile I suggest you dig deeper into the .ini files Wink However, I do recommend that you leave most of those alone, how far you can render isn't only limited by cpu power, but also by inherent precision limit of computer math. TK Quote
Fubar512 Posted April 7, 2008 Author Posted April 7, 2008 There are no parameters in the terrain .dll file that determines at which point ( or distance) the shader effects become visible. You can merely switch it on, or off, or set the reflectivity, transparency, and specularity of the shader effect in question. And, TK knows that Quote
+Deuces Posted May 29, 2008 Posted May 29, 2008 Actually, the distance of the shader is controlled in the fx file. I've extended the distance as well as changed the direction of the water flow. Original: const half StartFadeDist = 500.0; const half EndFadeDist1 = 4000.0; const half EndFadeDist2 = 8000.0; const half SpeckleAmount = 0.7; Changed mine to: const half StartFadeDist = 1000.0; const half EndFadeDist1 = 8000.0; const half EndFadeDist2 = 18000.0; const half SpeckleAmount = 0.7; Other notable lines to play with: const half3 SpecularColor : SPECULAR_LIGHT_COLOR = { 0.8, 0.8, 0.8 }; const half3 WindVelocity /*: WIND_VELOCITY */ = { -3.0, 1.0, 0.0 }; Quote
Silverbolt Posted May 29, 2008 Posted May 29, 2008 Actually, the distance of the shader is controlled in the fx file. I've extended the distance as well as changed the direction of the water flow.Original: const half StartFadeDist = 500.0; const half EndFadeDist1 = 4000.0; const half EndFadeDist2 = 8000.0; const half SpeckleAmount = 0.7; Changed mine to: const half StartFadeDist = 1000.0; const half EndFadeDist1 = 8000.0; const half EndFadeDist2 = 18000.0; const half SpeckleAmount = 0.7; Other notable lines to play with: const half3 SpecularColor : SPECULAR_LIGHT_COLOR = { 0.8, 0.8, 0.8 }; const half3 WindVelocity /*: WIND_VELOCITY */ = { -3.0, 1.0, 0.0 }; wich file? where can i change this values? Quote
Fubar512 Posted May 29, 2008 Author Posted May 29, 2008 wich file?where can i change this values? Terrain.FX in the "X_terrain".cat file. Thanks, Deuces...I knew you'd eventually chime in on this. Quote
+Deuces Posted May 29, 2008 Posted May 29, 2008 You'll need a copy of FX Composer (don't get the 2.5 beta) from Nvidia. I'd make a backup obviuosly before messin with it but some of the stuff is fairly obvious. Should make for some cool stuff. Quote
Silverbolt Posted May 29, 2008 Posted May 29, 2008 Terrain.FX in the "X_terrain".cat file. Thanks, Deuces...I knew you'd eventually chime in on this. Thanks, but i found mine in watereffects.fx o/ and i could'nt extrack watereffects from IsraelMe.cat so i extracted from vietnamsea.cat Quote
Fubar512 Posted May 29, 2008 Author Posted May 29, 2008 Well, it's a no-brainer (and it should have been obvious to me from the onset), but after playing with this, it appears as if the maximum effects rendering distance is still limited by pixel-size. :yes: Quote
+Deuces Posted May 29, 2008 Posted May 29, 2008 We'll always be slaves to pixel size...but it's not the size of the pixel....it's how you use it There are interesting entries in there...slowing the movement of the water effect is one I prefer. It's definitely worth fooling with. Quote
eagle89 Posted May 29, 2008 Posted May 29, 2008 The settings don't run...please someone can write the watermaterial INI settings for use with polak's desert tilesets, for the EAWeuro terrain and for NAfrica terrain in SFP1? Quote
Fubar512 Posted May 29, 2008 Author Posted May 29, 2008 The settings don't run...please someone can write the watermaterial INI settings for use with polak's desert tilesets, for the EAWeuro terrain and for NAfrica terrain in SFP1? First, to run the shader effects, you need a video adapter that natively supports DX9.0. That would be at least an ATI Radeon 9500 or later, or a Geforce 6000 series or later (If I'm not mistaken, the GF 5FX series had issues with DX9 support). Second, you need to have the terrain and effects detail set to the highest levels. Now, the file in question is the WATEREFFECT.FX file. These are the settings that I'm currently using: const half3 CameraPos : CAMERA_GLOBAL_POSITION; const half3 SpecularColor : SPECULAR_LIGHT_COLOR = { 0.8, 0.8, 0.8 }; const half3 WindVelocity /*: WIND_VELOCITY */ = { 2.0, -4.0, 0.0 }; const half2 FogDistance : FOG_DISTANCE; const half StartFadeDist = 1500.0; const half EndFadeDist1 = 8000.0; const half EndFadeDist2 = 18000.0; const half SpeckleAmount = 0.7; const float NoiseScale = 0.0005; const float WaveCycleRate = 0.85; const float WaveMovementRate = 0.0003; Quote
Fubar512 Posted May 29, 2008 Author Posted May 29, 2008 Now, you can change out the NOISENORMAL.BMP and tailor it for a specific terrain. This is the effect I'm after, hopefully without obvious transition lines (visible borders) for WoI, or any desert terrain. Anyone want to step up to the plate and try it? Quote
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