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Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 10:11 pm
by []KAOS[]Casey
I noticed it seems to act differently depending on the map, is it like that on all maps?

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 10:22 pm
by Wastelander0101
I noticed it seems to act differently depending on the map, is it like that on all maps?
Hmm, well on stalwart its most pronounced(eye killer eeek:P) on the walls, where the color was grey, now with shaders is white like there is nuclear blast all the time...

But mostly all fx and colors are oversaturated. Maybe you could send me your ini so we can see if there is any difference?

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 11:32 pm
by []KAOS[]Casey
My config is the default so i doubt it would make any difference

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Dec 15, 2008 2:31 am
by HeadShot
It's the map lighting, the maps were not made with shader 3.0 in mind.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Dec 15, 2008 7:16 am
by Hyper
rainbow colors? whats your video card
nVidia 8800GTX. The way it's meant to be played, isn't it?

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Dec 15, 2008 7:28 am
by []KAOS[]Casey
If I remember right according to the guy's website.. yes :P

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Dec 15, 2008 8:05 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Would it work on GeForce 6800?
Did someone try? ;D

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Dec 15, 2008 11:43 pm
by []KAOS[]Casey
anything that has shader model 3 should work alright

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 19, 2008 9:42 am
by Raven
Maybe it doesn't belong to the forum, but I think it should be mentioned in this thread. Residual Decay (UT mod) has also shader support (OpenGL and soon D3D9), right now only as post process effects. In game it'll be used differently. I want to port it to U1 once Residual Decay is released. Anyway, here's video:

HD:
SD:

more info at: http://rednemesis.beyondunreal.com/

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 19, 2008 10:23 am
by .:..:
Intresting how many UT map pack projects have all these fancy effects, but yet I have seen none of them released.

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 19, 2008 10:35 am
by Raven
RD will be released one day. I can't say when will it be released though Mr. Prophet is a person to ask not me. This is just side effect of my studies on UEngine.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 11:22 am
by qduaty
Well, with the Boris Vorontsov's enbseries (ie. the "mod"), version 0075d, custom shaders work! So i got a question: does anyone of you know about a free implementation of Steep Parallax Mapping in HLSL?

I'm ready to port it to Unreal, if it won't work out of the box.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 11:31 am
by Raven
They do? So I can define eg. new bump map for texture (those generic bump maps looks damn ugly) or custom post process effects? Anyway it's very cool addon but without full integration with UEngine it won't be so useful in mods.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 7:55 pm
by qduaty
It fully integrates with either dx8 and dx9 unreal renderers from 227. Just copy d3d9.dll and d3dx9_26.dll into unreal/system, edit the enbseries.ini if you have a weak graphic card (9800GT works with any settings); use pure MS Windows (Wine has shader problem in dx mode). For dx8, there is an "enbconvertor", which consists of another wrapper library d3d8.dll and enbconvertor.ini.

It works like that: when using dx9 render, Windows looks for the d3d9.dll, and since the ./ directory has a precedence, Boris' library is loaded instead of the system one.

Parallax mapping also works and can be seen in Unreal intro. Bump algorithm in enbseries is naive, so it either produces garbage or no bumps at all, but if you have a proper bump map, and assuming the Unreal dx9 renderer already supports bump mapping, you should be able to see it as a beautiful, parallax-mapped surface.

Custom shaders work only as post-processing. The library (d3d9.dll) supports one file "effect.txt", which is a HLSL shader. I found a pack of them on GTA San Andreas forums.

Edit: I already asked Boris to enable custom bump shaders.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 10:06 pm
by Raven
I didn't tested it in Unreal, but in UT I can see even sky and water bumpmapped which doesn't look too good and natural :).

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 10:19 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Maybe remove the bump map on sky and water textures?

Or put a special flag in the texture (like Invisible, Bright Corners, Fake Backdrop, etc.) that indicated should it have a bump map or not.

Re: Shader Model 3.0 in Unreal and UT

Posted: Mon Feb 09, 2009 11:12 pm
by KillerSkaarj
Wait, the bump maps are when the textures become all squiggly up close, right?

So shaders are what let the light system interact with bump maps?

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Feb 10, 2009 5:16 am
by qduaty
I can see even sky and water bumpmapped
So that I. Thanks to to the bump generator. Boris wrote that he won't waste time to tune the library for each game and left 10 variables, controlled with a number key + PGUP/PGDN. Six are internal, the other 4 you can use in your shader. So press 6 and PGUP to get rid of these bumps.


Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Feb 10, 2009 2:10 pm
by Age
http://img394.imageshack.us/my.php?imag ... 741ga0.jpg

Is there a way disable these ugly looking ice/plastic styled textures while using Shader model 3.0?

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Feb 10, 2009 4:22 pm
by GreatEmerald
So press 6 and PGUP to get rid of these bumps.

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Feb 10, 2009 6:27 pm
by Age
So press 6 and PGUP to get rid of these bumps.
Works well.

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Feb 13, 2009 1:02 am
by Shivaxi
Ok wait....is the shader model 3.0 for Unreal released or not? I'm getting mixed posts here...

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Feb 13, 2009 3:08 am
by KillerSkaarj
It's released, there's a link somewhere in the original thread on BeyondUnreal.

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Feb 13, 2009 1:36 pm
by Age
Ok wait....is the shader model 3.0 for Unreal released or not?  I'm getting mixed posts here...
http://boris-vorontsov.narod.ru/download_en.htm

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Feb 13, 2009 1:50 pm
by qduaty
I have written a simple shader that may help with Boris' parallax mapping. It uses the same normal map algorithm (5-tap Sobel) and adds a relief to the image. This way, bumps are much sharper. Screenshot (copy and paste to the url bar): francetelecom.freehost.pl/files/Shot0004.jpg Shader is here: http://francetelecom.freehost.pl/files/effect.txt. Save the file "effect.txt" in your unreal/system directory.

If it looks too sharp, use key 9 or 0 together with PGUP/PGDN.