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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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.
Indeed :D. 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.
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<<.
I really want motion blur :rage:
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.
They're already there :\
http://img697.imageshack.us/img697/9453/idklolu.png
Out of date usertool. I think v1.01 used a different extension for the shaders, v1.03 uses .sasm and .hlsl.
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.
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
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.