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Thread: OpenSauce Post Processing

  1. #191
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Hmm, i'll take another look at that then, because if I can do away with the os_bitmap tag that would make things a bit more mapping friendly.
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  2. #192
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    For the soft particles you just have to compile the custom vertex and pixel shaders supplied with the previous build using usertool.
    "loading shaders
    no shaders to write"

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  3. #193
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Choking Victim View Post
    EDIT: The field offset you're looking for is 0x28 in the bitmaps block. I believe this is the address of the ID3DTextureinterface you're talking about korn.
    Indeed . from the end of pixels_offset there is:

    uint32 for something
    datum_index handle for the bitmap tag
    datum_index for the texture cache data (im guessing)
    IDirect3DBaseTexture9* directX texture
    uint32 for something else

    But the methods for getting the directx texture created and destroyed is still needed. I'm looking for it but its not my forte.
    Quote Originally Posted by Con View Post
    "loading shaders
    no shaders to write"
    You need to have the ps_replacements and vs_replacements folders from >>here<< in your shaders folder (the same file structure in the archive).

    Also, >>VISR<<.
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  4. #194
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: OpenSauce Post Processing

    I really want motion blur :rage:
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  5. #195

    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    But the methods for getting the directx texture created and destroyed is still needed. I'm looking for it but its not my forte.
    Glad I could help. As for the functions that create/destroy the textures, perhaps korn can give you a hand with that one. I watched a few of the functions when i loaded/unloaded the map and had a few candidates, but I really know close to nothing about the rendering side of the engine, so it's hard for me to reverse engineer something like this.
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  6. #196
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    They're already there :\

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  7. #197
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Out of date usertool. I think v1.01 used a different extension for the shaders, v1.03 uses .sasm and .hlsl.
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  8. #198
    a bit of the old in-out Roostervier's Avatar
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    Re: OpenSauce Post Processing

    no one really answered my question... how do you make certain shaders load by default? i've looked around and messed with the shader list but changing it never changed anything for me.
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  9. #199
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    Thanks, I was able to compile them and there's a ps_replacements.psr file in shaders now. However, I couldn't see any change ingame; you can see where the smoke particles intersect the ground.

    edit: rooster,

    [Shaders]
    Count: 2
    [0]
    Name: PP_Bloom
    [1]
    Name: PP_VISR

    [Effects]
    Count: 2
    [0]
    Name: Bloom
    Indicies: 0
    Render Point: 3
    [1]
    Name: VISR
    Indicies: 1 <------ the index of the wanted effect in [Shaders]
    Render Point: 3
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  10. #200
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    You need to compile the vertex shaders as well. The vertex shaders pass the vertex depth to the pixel shader to compare it against the depth of the rest of the scene from the gbuffer and fade the particle when it gets close to another surface.
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