Phat Looser Posted September 21, 2011 Share Posted September 21, 2011 Since shaders are the new strong issue of MTA, I wanted to open a discussion thread for it. Like: How do shaders work, how to use shaders? Its not about posting shaders themselves, but pipes and shaders are most complicated, as you have to understand GFX cards, pipes and the systems first. I'll post some tutorials later, but actually, I don't really understand them so I have to start at zero. Link to comment
NeXTreme Posted September 21, 2011 Share Posted September 21, 2011 I made a nitro shader myself. The color is customisable with a simple function, and can also be reset to the original. It doesn't look quite the same as original nitro, but I think it's very close. Link to comment
Phat Looser Posted September 21, 2011 Author Share Posted September 21, 2011 Looks pretty cool, I think. Just a question: Is it possible to access single elements at the moment? Like, add a shader to THIS infernus, but not to THAT infernus. Would be intrestating. What I am currently missing the most is sort of a list: Object ID -> Texture Name. Does anybody have a link? Link to comment
NeXTreme Posted September 21, 2011 Share Posted September 21, 2011 I would like one too. If you are trying to get texture names of stuff like nitro, try checking the effects.fxp file. Using a simple search I found the texture for the nitro. As far as a full list, I have no idea where to get it. Link to comment
karlis Posted September 21, 2011 Share Posted September 21, 2011 What I am currently missing the most is sort of a list: Object ID -> Texture Name. Does anybody have a link? https://wiki.multitheftauto.com/wiki/Eng ... xtureNames but only way to apply the texture to only one of the model, not all on the screen is somehow checking the on-screen bounds of element you want to shade, and applying the shader only if pixel pos on screen is in the bounds( requires Pixel Shader 3.0(for the current pixel pos variable) and alot of skill.). Link to comment
Phat Looser Posted September 21, 2011 Author Share Posted September 21, 2011 May I consider it as a bug that this function does not always work? At least it seems like that - if a model is streamed out. Link to comment
JR10 Posted September 21, 2011 Share Posted September 21, 2011 What I am currently missing the most is sort of a list:Object ID -> Texture Name. Does anybody have a link? https://wiki.multitheftauto.com/wiki/Shader_examples Download the Texture names resource. Link to comment
Phat Looser Posted September 21, 2011 Author Share Posted September 21, 2011 True story bro, but that doesn't make an offline list I could use with linux scripting new shaders. Sorry for being annoying, but sometimes I need that, since i.e. i am scanning my father's hard drive for viruses atm, and since I don't live with him its a bit stupid to let the time pass by without actually scripting DAT SCRIPT I've been bugged with for a while: blood on a zombie... Link to comment
Faw[Ful] Posted September 22, 2011 Share Posted September 22, 2011 Shaders tools : http://developer.nvidia.com/fx-composer http://gamestart3d.com/blog/introduction-shader-tree UDK material editor just look on google , I d'ont try if they works , I'm sure you need to patch them by hand to get it working. Link to comment
Phat Looser Posted September 23, 2011 Author Share Posted September 23, 2011 Are shaders on peds/players buggy? Edit: Obviously... I'm trying the shader_block_world (that resource has a bug btw, the .fx data is wrong) and it doesn't work no more. Link to comment
Gothem Posted September 23, 2011 Share Posted September 23, 2011 Blocked in r3172 commit, so you cant add shaders to peds. Link to comment
JR10 Posted September 23, 2011 Share Posted September 23, 2011 Colors and alpha shader: Self made nitros: eXTreme, what world texture did you apply the shader to? Link to comment
Benevolence Posted September 23, 2011 Share Posted September 23, 2011 Quite a suspenseful screenshot JR10. Gave me the idea of a "hide and seek" game mode. Link to comment
qaisjp Posted September 24, 2011 Share Posted September 24, 2011 I'll need that script for the first screenie, JR10. Please send it to me, and btw Tank07 im already making that minigame (FOR freeroam+) Link to comment
Phat Looser Posted September 24, 2011 Author Share Posted September 24, 2011 Blocked in r3172 commit, so you cant add shaders to peds. Yes, I have to complain about that. An emergency switch for shaders for slow computers wasn't implemented... wut? Link to comment
Phat Looser Posted September 27, 2011 Author Share Posted September 27, 2011 Trying that "left4Dead" shader which makes that glowing stuff around players would be too hard, wouldn't it Link to comment
Faw[Ful] Posted September 27, 2011 Share Posted September 27, 2011 In this way it takes less time and its less hard : But I try it and it fucked up the game visual lol Btw why not use the ped shell shader that already exist ? Link to comment
Phat Looser Posted September 27, 2011 Author Share Posted September 27, 2011 Beacauuase ped shaders seem to be switched off. Link to comment
haron4igg Posted December 9, 2015 Share Posted December 9, 2015 Hi guys! Is it possible to put multiple shaders on one texture/object in such way: 1st shader: Replace original texture -> result1 2nd shader: Pick result1 and put its effects -> result2 3rd shader: Pick result2 and so on... Thank you in advance. Link to comment
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