Re: OpenSauce Post Processing
And so the plot thickens...thanks for the help, from the sounds of it there's something wrong with the texture input to the shaders, since the red shader has nothing to do with the motion blur area. You say that alt tabbing out then in caused the scene to reappear tinted? So in theory if you turn on motion blur at that point it *should* work (if you try this and its hard to tell, put the motion blur amount to something crazy "pp_motion_blur_amount").
Re: OpenSauce Post Processing
I alt tabbed back into the game with motion blur enabled and it didn't change anything.
Re: OpenSauce Post Processing
Update 25\02\10
Another day...another build.
>>Download<<
Changed:
- GBuffer shaders are now compiled into a single, uneditable file.
- Post process fading shader is now compiled into an uneditable file.
- Replacement shader files now have the .shd extension.
- The above mentioned files all have the same reusable file format.
Added:
- Created a generic file format that is used for GBuffer shaders/replacement shaders/etc. and can be used for any data storage purpose. Usertool creates files with this format.
- Depth texture is now put into texture sampler 7 so that edited pixel shaders can use it.
Fixed:
- Render point 4 no longer has black screening when picking up active camo.
- Normal maps are now correctly used in the GBuffer normals (was previously just adding them, rather than multiplying by a Tangent:Binormal:Normal matrix).
Todo:
- Add far clip distance to shaders.
- Fix motion blur black screening (if still present).
- Fix black screen flash when turning on the flashlight at full power in single player :S.
- Fix massive velocities when camera view changes.
- Fix inverted normals on backfaces (tree leaves).
- Fix dodgy normals and alpha testing on old hardware.
- *Optional* Figure out how to write shader compile errors to the console.
I've included edited effect vertex shaders that pass their screen depth to the pixel shader, so that soft particles can be made possible. I've also included some rewritten pixel shaders to create soft particles, however they are not perfect and they will effect all particles that use them, so some particles that are meant to be solid will also be made soft . They have not been compiled though, so whether you use them or not is up to you :downs: (i'm also not going any further with this so don't go expecting improvements).
Re: OpenSauce Post Processing
Motion blur still gives a black screen.
Re: OpenSauce Post Processing
Finally get to test and its red for me too.
For those trying to use OS_Postprocessing in their OS project, you're going to want to add to MacrosCpp.hpp at the end of it:
Code:
#ifdef SAFE_RELEASE
#define SAFE_RELEASE(p) {if(p) { (p)->Release(); (p) = NULL; }}
#endif
I'd let//make scythe post it but he''s not available right now for me to spam on aim.
This needs a double post. apparently its turning all textures black as when i charge a weapon i see the light and the fp outline. lights and anything thats not scenery basically give this effect. i also see the outline of the bsp etc that way. hth.
Edit: It also seems that damnation_pp's sketchy effect no longer works with your newer builds of OS_PP?
Ex2: Nvm. I had the wrong version.
Also, I have an idea for a super bloom- Is it possible to, say, have a massive bloom when a person walks out from a dark area (that has only minimal bloom because of how dark it is), and then it fade into a normal bloom? If that's possible, then could we add another layer on top of it where close up is super-bright and then that bloom lowers in intensity based on the physical distance of the player from sources of light? Ex3- its cussing at me everytime i use pp_load
ex3
Now that i have my own build ill look for a way to isolate the blur error. Ideas are appreciated. And look for some shader tutorials as well.
Re: OpenSauce Post Processing
Quote:
Originally Posted by
Dwood
This needs a double post. apparently its turning all textures black as when i charge a weapon i see the light and the fp outline. lights and anything thats not scenery basically give this effect. i also see the outline of the bsp etc that way. hth.
Thats because render point 0 and 1 (where motion blur and the red test shader were set to render at) is before the alpha blended meshes are rendered, so lens flares, explosions, glass etc is rendered on top of the black screen.
Quote:
Originally Posted by
Dwood
Also, I have an idea for a super bloom- Is it possible to, say, have a massive bloom when a person walks out from a dark area (that has only minimal bloom because of how dark it is), and then it fade into a normal bloom? If that's possible, then could we add another layer on top of it where close up is super-bright and then that bloom lowers in intensity based on the physical distance of the player from sources of light? Ex3- its cussing at me everytime i use pp_load
Thats essentially what the old fake hdr (now removed) subsystem did. Scaling down the scene to 1x1 to get the average luminosity then increasing or decreasing the brightness over time to the prefered level. The brightness is picked up by the bloom shader and bloom is applied accordingly. Depth is available to shaders so i don't see why you couldn't have more bloom on a close up, but you'll have to try it for yourself, thats why its open source :eng101:. If you get error messages when you pp_load theres a broken shader.
Re: OpenSauce Post Processing
Makes halo run slower than usual but works :P
Re: OpenSauce Post Processing
Maybe we can work on this together if you want to make Halo display anaglyphically (3D effekt). Making 2 renders of one scene and overlaying them in Red and Cyan. Would that be possible?
Re: OpenSauce Post Processing
If possible, stay away from the color change method, it gives me a headache. :downs:
Re: OpenSauce Post Processing
...it's necessary for the 3D effect