matriax's Recent Forum Activity

  • For this is the "Get code/Load Code" you can load the code that read the values. Also a get code to export and share it.

    With that you can create something cool and share with the comunity so they can use in their games.

  • you could always set a the text of a text-box object to : Browser.URL&"/?shadercode="&ShaderCode.Text

    The user would than be able to select and copy the text himself..

    Yes, is already what i have

    So, there is no option to get the link in the clipboard in html5?

  • I can set the clipboard using NW.js for win/mac/linux but not work in browsers.

    Is there any way to set the clipboard on HTML5 ?

    I want that when a button is clicked set the clipboard from elements i want like:

    Browser.URL&"/?shadercode="&ShaderCode.Text

    That give:

    http:// websomething/?shadercode=4|2|3|1.25|0.25|1.5|0.75|1.2|1.2|-1.2|1.6|0.25|1.25|16|0.5|0.5|1.5|1.5|1|1|3|6|1.5|4|0|3

    With that you can share your creation inside a browser.

    I thought the plugin Browser had this option but not :S .

  • Editor progresion, every time looks better!:

    New features:

      • Change the background image
      • Set Shader Blend On/Off
      • Save/Load shader
      • Added a lot of pressets
      • Added a "Fade Start Y" variable.
      • Url Shader sharing. Adding in the link "?shadercode=" + your shader code, the app starts with the shader you created.

    The ideas was create a Fire shader for my game but after see all the things i can do i believe this can be some kind of "Shader Editor"

    More things and a lot of fun coming!

  • So if i have 40 sprites with 25 parameters each one i have to go one by one sprite and one by one parameter passing as instance variable? :S .

    I tried from yesterday another solution and nothing, I finally simply set at start layout the value of each Slidebar with the sprite reference while i find a better way, at least i can test the editor/configurator with one sprite.

    Maybe this will be a good idea for a feature request, i saw you can get a lot of information from a sprite but nothing from the effects parameters.

    So, there is no way to set automatically with one event using "for each" the values of each slide bar from some Effect Parameter of the sprite right?.

  • Can anybody make something like CRT Shader FX without the ScanLines? Or just cut the scanlines from this source(comments included, but I don't know how to do that):

    mef1sto Make what i do: See all the numbers in the .fx and edit/run, for example change 1 to 4, run C2 ¿What happens? THis modify the color? so go to the .fx and add a comment like : "// Modify RGB=RED".

    And you will get a code like this:

    	q.x *= 1.0; // Number of flames on horizontal
    	q.y *= fireVP; // Vertical Y Fire-Flame separation
    	float strength = floor(q.x+noiseT); // Total noise in all the flame
    	float T3 = max(fireSPD1,fireSPD2*strength)*seconds; // 1=Speed /  2=Speed2
    	q.x = mod(q.x,1.0)-0.5; // 1=Separation / 2- Move to right
    	q.y -= firePOSy;  // Position Y
    [/code:1yi4pivb]
    
    So, in the CRT code one of them will modify the scanlines, maybe the size, number of them,etc... if you find what value is, well, set to 0 
    
    Edit: I download the CRT effect, and looking the code seems is very easy to find it look this code in the CRT effect you want:
    
    [code:1yi4pivb]
    vec4 scanlineWeights(float distance, vec4 color)
    {
    	vec4 wid = 0.5 + 2.0 * pow(color, vec4(4.0));
    	vec4 weights = vec4(distance * 3.333333);                
    	return 0.51 * exp(-pow(weights * sqrt(2.0 / wid), wid)) / (0.18 + 0.06 * wid);
    }[/code:1yi4pivb]
    
    With the Scanlines effect located edit them and in the numbers set  various of the to 0 and see what happens. I'm sure you will remove it in minutes.
  • Joannesalfa Now this have to work: https://dl.dropboxusercontent.com/u/659 ... d_v101.rar

    Close C2, overwrite files , open C2 and now no matter if there is a light with 0 not appears black.

    At least for me in the other version appears black in preview but in this one with lights in 0 still have ilumination if there is a light one.

    Crossing fingers....

  • This is how looks the shader editor/config now:

    Video:

    https://instagram.com/p/5NmKMHALw5/

    The animation is simply that i clicked in the "Position Y" slider and keep pressed to the left to get the shader fall <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    The idea is try if is posible save the values in a .txt when you find something cool and import to a shader using "set effect parameter". With that also the people can share his own creations simply with a paste of the code.

  • I updated with the Blend-background to True and put the NormalMap layout with the planets first.

    The other layout is to test the Spotlights but i can't get working so i leave that at the moment.

    -

    The problem of the lights enable/disable is that with 1 they multiply by their efect for 0 the efect becomes 0. In my case if i set some light to 0 when i run the layout works correct, simply this light is not visible.

    So to be clear, in your case in the moment you put 0 to any light, when you run the layout the texture with any light at 0 comes entire to black? I mean, in my case if i put 0 in the preview looks black but when runs is all lighted except the one i disabled, but if i understand well, in your case when one is 0 turns all the texture to black ¿Correct? is this?

    Edit: In that case i guess i will have to use an IF instead the multiplier. Tomorrow i will try.

  • LOL! Please restart your computer and try again , this is so weird.

    BTW, the star effect appears in the other screenshot, so if now not appears maybe you made something wrong or your WebGL exploded XD . Also in the main post therse is the version 1.0 and 1.01 links, thw two works bad?

    Gigatron I choose you! This man is killing me! haha.

    Now serious, Rest of the people works correct?

    Edit: Joannesalfa Can you send me your .capx that works correct to see the difference?

    Yes i use 1 to all light sources because with that i can use various lights in the same texture and is like works. ¿? If not how can you get varios lights working in the same texture without enable them ¿?¿?

  • I know, i can "set value" of the Slide Bar of something, the problem is that i not find where is the parameter of each variable of the effect to say "set value".

    In the options, i have "set value" of the Opacity object, Angle, X, and a lot of them but i can't find how to set the value of any parameters of some effect added to the object.

    yes i also now the minimu/maximun value at start, also the maximun steps,etc.... the problem is set the slider to the same number of the effect parameter.

    Edit: This:

    How i can set to the slider at the start of the layout the parameter of some effect?

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  • I'm doing a shader generator on the user can modify the aspect in real time using the "slider bar" and text boxes.

    How can i get that when the layout is started> set the slide bar value of X parameter.

    The object have an efect called "Fire". The fire effect have 26 parameters (0 to 25). The idea is that when the layout is started the slide bar get the value of them.

    I already have a for that "on change" the slider the parameter change but obviously all the alider bar starts on 0. So i need that when the layout is started the slider value gets the initial value of each parameter but i can't find nothing ¿?.

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matriax

Member since 22 Jun, 2015

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