Id love to see that, I havent really experimented much with these so love to see them being used in a more finished product.
fedeita said:Do you guys think that the flora shader with normal map applied is too heavy for the engine?
The reason I put it in the bump slot was because the grass shader in m&b is a bit unusual. It is automatically applied to autogenerated grass, even if you try and specify a different shader it gets used. And, although I cant see anything in the actual shader code, it looks like it uses a grass mask texture, you will notice this if you look at grass in the commonres file. This grass mask texture is located in the diffuseb slot - hence why I dont use diffuseb.fedeita said:Do you guys think that the flora shader with normal map applied is too heavy for the engine? La Grandmaster maybe you could use the diffuse b slot for the winter texture and the bump for the normal map in the future release, would it be a problem for you?
Also I suggest to add only the autumn variation since spring colours are redundant and for the terrains you could try to create a wet shader using the specular map, have you ever tried? is it a bad idea?
Hmm I dont think this is correct - there are flags for fkf_desert, fkf_snow. They're certainly not hardcoded. If you apply these flags to a flora entry and specify a high density do they not get applied?jacobhinds said:Not much can be done with desert because of the annoying hardcoded limits on grass and bushes. The game doesn't allow grass on the desert or on snow, so even in "desert forests" you don't get much of anything. Which is annoying because deserts in native are incredibly boring and look terrible.
La Grandmaster said:Hmm I dont think this is correct - there are flags for fkf_desert, fkf_snow. They're certainly not hardcoded. If you apply these flags to a flora entry and specify a high density do they not get applied?
In fact on closer inspection I cant see why this wouldnt work, the reason natives deserts look empty is because it doesnt use them at all. The only desert flora entry it has is a palm tree which uses the fkf_desert_forest flag and has an incredibly low density.
This pack doesnt use a variable called $var_wind it uses one called $alt_wind - is this what you are referring to? if it is then simply change "$alt_wind" to "$wind_power" - these two lines are only useful for testing purposes anyway. All of the code I posted was to demonstrate how the shader variable should be used, I didnt mean for anyone to use that code in its current form for their mod.Airbar said:Great work on those shaders Grandmaster. Really love how such simple things can completely change the atmosphere of a game. And I would really like to see your effort regarding Autumn as another season.
Small question though, the compiler is giving me a problem because of the wind shader. I'm not on my PC right now so I can't actually tell you the exact problem the compiler gives but it has something to do with first the usage of an unassigned global variable and then afterwards the declaration of a global variable that's never actually used. Both concern the exact same variable (from the top of my head it's something along the likes of $var_wind, but take that with a fair bit of grains of salt).
I have no idea Ive never played or used WFaS. It may be possible to drop the operations into WFaS header_operations file, however Im not sure they will actually work with WFaS's .exe file. Like I said Ive never modded WFaSTüfekçi Başı said:What can I do for WFaS?
There is no set_shader_param_float operation.
La Grandmaster said:This pack doesnt use a variable called $var_wind it uses one called $alt_wind - is this what you are referring to? if it is then simply change "$alt_wind" to "$wind_power" - these two lines are only useful for testing purposes anyway. All of the code I posted was to demonstrate how the shader variable should be used, I didnt mean for anyone to use that code in its current form for their mod.