[OSP] La Grandmasters Shaders - Basic Seasons and wind effects
Ok so here is the first release of this pack.
https://mega.co.nz/#!9V0lxIya!4frPP9E7UHj5jci5Ge6lsYO0wgTxZvfrl6i7guqJ-F8
It features:
Flora Shaders
- Wind Effects
- Seasonal Effects
Hair Shader
- Wind Effects
Ground Shaders
- Seasonal Effects
This is the first release, and it is fairly basic, more features will come but dont expect these for a while. You will have to create winter versions of flora and ground textures if you wish to have seasonal effects. See the instructions below if you wish to use anything in this pack. NOTE this is strictly for modders (who have a average to good understanding of how M&B works): you cannot download this and chuck it into native and expect it to do anything.
Ok so here is the first release of this pack.
https://mega.co.nz/#!9V0lxIya!4frPP9E7UHj5jci5Ge6lsYO0wgTxZvfrl6i7guqJ-F8
It features:
Flora Shaders
- Wind Effects
- Seasonal Effects
Hair Shader
- Wind Effects
Ground Shaders
- Seasonal Effects
This is the first release, and it is fairly basic, more features will come but dont expect these for a while. You will have to create winter versions of flora and ground textures if you wish to have seasonal effects. See the instructions below if you wish to use anything in this pack. NOTE this is strictly for modders (who have a average to good understanding of how M&B works): you cannot download this and chuck it into native and expect it to do anything.
Instructions on Installation
- Drag and drop all files into your mod's folder. If you are using custom shaders already then these will overwrite them (postfx or enb shaders dont matter).
- Add the new brf file (la_grandmaster_shaders_osp.brf) to your module.ini.
Instructions on use
- Ok so first of all open up the la_grandmaster_shaders_osp.brf
- Go to the shaders tab
- You will notice there are 6 new shaders
- In addition to these new shaders I have also altered
- natives flora shaders
- natives hair shaders
The New Shaders
- The dot3 and bumpmap shaders are the new seasonal shaders for ground textures and scene props ect.
- To use these choose the ground material you want to be seasonal and set it up in the following way
- The hair shader is a static version of our new wavy hair shader. You will notice that the in the same brf their is a material called hair_blonde_fixed, this uses the static hair shader. Use this material for beards (we dont want beards to move as they clip).
Altered Native Shaders
- This mod also alters the various flora shaders so they feature wind effects and seasonal effects. Set up your various flora materials in the following way:
READ THIS: IT IS A USEFUL SUMMARY:
- Install shaders as instructed above
- Change all ground materials so that they use their new shader and have a winter version in the diffuseb slot
- Change all multiground materials so that they use their new shader and have winter versions in the enviro and specular slots
- Make sure all beards now use the material " hair_blonde_fixed"
- Change every material which uses a flora shader so that they either have:
- a winter version in the bump slot
- or just the standard diffuse in the bump slot (use this when you dont have a winter version, or do not want a winter version)
Ok so now we have everything set up correctly we can control the wind strength and season via a couple of commands in the module system.
Wind Power
Wind power ranges from 0 to 4 (or above but looks stupid). Use the line:
(set_shader_param_float, "@vWindAmount", INSERT VALUE OF 0 TO 4 ),
The following is some code which can be pasted into any mission template and is useful for testing, press y to change wind strength.
Code:
(0, 0, 0, [(key_clicked, key_y)],
[(try_begin),
(eq,"$wind_power",0),
(assign,"$wind_power",1),
(else_try),
(eq,"$wind_power",1),
(assign,"$wind_power",2),
(else_try),
(eq,"$wind_power",2),
(assign,"$wind_power",3),
(else_try),
(eq,"$wind_power",3),
(assign,"$wind_power",4),
(else_try),
(eq,"$wind_power",4),
(assign,"$wind_power",0),
(try_end),
(set_fixed_point_multiplier, 1),
(set_shader_param_float, "@vWindAmount","$wind_power"),
(assign,reg1,"$alt_wind"),
(display_message,"@{reg1}"),
]),
Seasons
Season values are either 0 (off or summer), and 1 (winter version). Use the line:
(set_shader_param_float, "@vAltDiffuse", 0 OR 1),
The following is some code which can be pasted into any mission template and is useful for testing, press t to change season.
Code:
(0, 0, 0, [(key_clicked, key_t)],
[(try_begin),
(eq,"$alt_diffuse_on",1),
(assign,"$alt_diffuse_on",0),
(display_message,"@OFF"),
(else_try),
(eq,"$alt_diffuse_on",0),
(assign,"$alt_diffuse_on",1),
(display_message,"@ON"),
(try_end),
(set_fixed_point_multiplier, 1),
(set_shader_param_float, "@vAltDiffuse","$alt_diffuse_on"),
(assign,reg1,"$alt_diffuse_on"),
(display_message,"@{reg1}"),
]),
Remember this is meant as a tool for modders who have a medium amount of experience in modding. To get them working in game requires a fair bit of work as you will need winter versions of many textures. It is up to the user to decide whether it is worth it or not.
All I ask for is a small credit in whatever project you use this in
Examples of this pack in use (note the autumn effect will be made available in future if their is enough interest for it.