OSP Shaders Grandmasters Shaders - Basic Seasons & Wind effects (Version 1.0 RELEASED)

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Right, I need some help getting this working in my mod.

I followed the instructions in the first post and have tried adding a winter texture to a wall material of mine, putting the new winter texture in the DiffuseB box and adding bump_static_two_diffuse in the Shader box.

I then added

(set_shader_param_float, "@vAltDiffuse", 1),

to the game_get_date_text entry in module_scripts under the April entry:

Code:
 ...
(else_try),
 (eq, ":cur_month", 4),
 (str_store_string, s1, "str_aptril_reg1_reg2"),
(set_shader_param_float, "@AltDiffuse", 1),
...

I am not getting any errors, but the winter texture is not showing up in game. What am I doing wrong?
 
game_get_date_text entry in module_scripts
####
(else_try),
(eq, ":cur_month", 4),
(str_store_string, s1, "str_aptril_reg1_reg2"),
(assign,"$alt_diffuse_on",1),
####
module_triggers.py
(0, 0, 0, [],
      [
      (set_fixed_point_multiplier, 1),
      (set_shader_param_float, "@vAltDiffuse","$alt_diffuse_on"),
          ]),
 
Thanks mate! It works! I owe you a beer.

I suggest that someone add this to the original post, as this was the only bit I needed to make this work.
 
Emogma said:
I don't think you can change the texture of the campaign map to go along with this mod? Or is there something out there that does that?

Easiest way is to manually replace the grass campaign map texture with the snow one when you hit Winter. Then, reverse it back for the other seasons.
 
Why the heck he changed all files ! know i cant add it because it makes me confused ?  :shock:

i love it master ofcourse but i cant add it because i dont get it what to do and the module system give me only errors of wrong letters. PLEASE SOMEONE PLEASE HELP ME  :dead:  :oops:
 
Anon96mdb said:
Why the heck he changed all files ! know i cant add it because it makes me confused ?  :shock:

i love it master ofcourse but i cant add it because i dont get it what to do and the module system give me only errors of wrong letters. PLEASE SOMEONE PLEASE HELP ME  :dead:  :oops:
you should viking conquest wind effect etc
 
anyone else having issues getting the ground textures to work? I have it looking cool before the shader kicks in, but after the ground looks like this...

before shader....
vZow6Z.jpg
 

after shader....
hHWaDN.jpg

I've followed the directions and have winter ground flora, but it doesn't seeem to work.... funny the trees work fine just not the ground.
 
to add to what jacobhinds said (his is the quick and easy solution); load order matters! if a texture is loaded after the material in module.ini, the game will assign the "missing texture" texture. i think it's better practice to have all textures in one or two brfs rather than in brfs with materials and meshes, so you can load these texture-only brfs first in the load order, then materials, then meshes, otherwise you run the risk of calling textures that are loaded much later without realising it.
 
That's the "missing texture" texture. Make sure your texture is defined in apthe same .brf file

to add to what jacobhinds said (his is the quick and easy solution); load order matters! if a texture is loaded after the material in module.ini, the game will assign the "missing texture" texture. i think it's better practice to have all textures in one or two brfs rather than in brfs with materials and meshes, so you can load these texture-only brfs first in the load order, then materials, then meshes, otherwise you run the risk of calling textures that are loaded much later without realising it.

wow thank you both, I didn't know the material had to be in the same brfs file, or that module.ini load order mattered.  I had it set-up with tree meshes in one brf, grass meshes in another brf, and all the materials and textures together in a separate materials brf.  I will try moving the materials/textures over to the same brf file as the meshes and see if this works. ... or maybe would just moving the load order in the modular.ini to load materials before meshes work too? will try both. thanks again. 
 
Hey, i have changed beard material to new one which included in the brf the problem was the beard still moving

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).
 
hello, modders! Could anybody help me?
I'm trying to implement LaGrandmaster Shaders. All work fine exept the trees. When i turn on winter version trees become wear specular not the diffuse

https://ibb.co/ipY3cy

https://ibb.co/jDe9Hy

https://ibb.co/dJKRxy
 
KnightV said:
hello, modders! Could anybody help me?
I'm trying to implement LaGrandmaster Shaders. All work fine exept the trees. When i turn on winter version trees become wear specular not the diffuse

https://ibb.co/ipY3cy

https://ibb.co/jDe9Hy

https://ibb.co/dJKRxy
In materials.brf, find grass texture, chance all names in grass.dds (Bumps) (Not change none slots)
 
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