matriax's Forum Posts

  • Haha great! This was one of the shaders i had in queue to port so thanks!

    Edit: Ops but only passed one variable? Will be great if you add more variables like position, size or simialr. if not i guess when i get my other shader fixed add some things to the tunnel.

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  • Here is the latest snapshot.

    I added a comment as to whether I could see anything, as it's sometimes difficult to effectively snapshot some moving images.

    Seems the Hot Cave effect as appeared, well <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    zenox98 Here i erased one and duplicate one rain effect with two variables modifications, hopes one of both works now.

    https://dl.dropboxusercontent.com/u/659 ... s_v4p2.rar

  • Well, seems the changes are working, but still are 3 that not appears: Snow, Hot Cave and Raining.

    zenox98 Another more:

    https://dl.dropboxusercontent.com/u/659 ... ets_v4.rar

    Hope the snow, hot cave or the raining effect appears now <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • zenox98 New presets version:

    https://dl.dropboxusercontent.com/u/659 ... ets_v3.rar

    Pls, when post an screenshots do it with a link and without crop, because i don't know if some shader looks bad because the crop or because still there are some errors <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz"> .

    This is how looks in my side the new version:

    http://oi62.tinypic.com/20iias6.jpg

  • zenox98 Perfect then! So i guess tomorrow i will update all the presets avoiding the negative X/Y coordinates and trying still looks equal or similar, hope with that we can have the same visuals

    Thanks for testing!

  • zenox98 Download this last Shader Presets example:

    https://dl.dropboxusercontent.com/u/659 ... ets_v2.rar

    I only modified the values of the last two on the first row, the lava/magma ones that in your screenshots not shows.

    The unique diference between this ones and the flames, water or others is that they have negative values on PositionY and FadeY.

    If now you can see the lava/magma shader then seems i found the problem and will be easy fix them, so please, tell me now are working! XD

  • zenox98 Is very weird that the lava/magma ones don't shows, they not have nothing special variables, Are the last two of the first row that are not showing in your screenshot.

    Edit:

    Looking better the original flame not have anything in negative, only one variable for the noise.

    The magma ones have a negative Y position and a negative Y fade. Mmm, maybe the problem is allow use negative numbers on some variables or coordinates that some cards process wrong.

    Edit2: I go to upload a new presets avoiding the negative X/Y values to see if this are the problems.

  • zenox98 Test this:

    https://dl.dropboxusercontent.com/u/659 ... r_v103.rar

    ---

    Changes: I removed the offsetX and FadeX Position.

    This is how looks in my side:

    http://oi62.tinypic.com/s3zntk.jpg

    Yes some shaders are not working, but now the objective is get the same output in both sides. After that see how get the maximun shaders compatibility.

  • Gigatron See the lava shader in the top-right. With the OffsetX at 0.5 works correct with 0.0 the right part not shows correct.

    See the original:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    Also compare the original with your last test. You will find some lines at left/right up/down that looks weird is some shaders. With OffsetX and OffsetY i can fix that errors.

    Or how to fix that errors without OffsetX and Y ? For shader like the flames that are in the center all perfect, but for shader that get the entire size of the X/Y sprite sometimes to fix some problems i have to use Offset X/Y.

    But well, seems that if i want to get a shader compatible with all the cards i will have to sacrifice some ones or find another solution for that errors.

    Edit:

    So, first i will remove the OffsetX and OffsetY or as you said, instead of pass to C2 as variable simply set in the FX as 0.0 and see if that is the problem and with that all cards works in the same way. If that works then try to fix the error/glitchs in some shader or find another way to fix that. If not, sacrifice them. Correct?

  • Then, simply some cards draw the shader different from others and there is nothing we can do?

  • zenox98 Much thanks for test and for the screenshot.

    I see, then, one of the problems was the OffsetX, in my case works correct with 0.0 or 0.5 but for other people not, have to be 0.0 like you and i guess for the other guy :S . Why the hell are not all the shaders compatible with all the cards, even with the same developer, i also have NVIDIA. i hate this incompatibilities things

    I guess other of the errors can be the OffsetY that will explain we some shaders not appears, because they are in a -0 on Y coordinate instead move the shader in negative numbers.

    Also there is some shaders that works but not correct, i guess because the change of the OffsetX and other things.

    I don't know how to fix that to be compatible with all the cards sorry, hope Gigatron finds a way.

  • This is like the NormalMap problem then.

    The people running my .capx not get working, but if they create a new document the effect shows good.. i not understand <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> .

    zenox98 Can you send me your .capx where the shader effect works correct? is to see what are the differences between my document, maybe i have enabled some option or something, i don't know.

    ---

    I created this from a new document changing the size for 960x540 and Fullscreen from letterscale to OFF, works correct?:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    This is the capx used:

    https://dl.dropboxusercontent.com/u/659 ... test1.capx

    Works correct on browsers and NW.JS?

    ---

    digitalsoapbox zenox98

    Edit:

    IF works corrects i guess the problem will be for the OffsetX that in all are at 0.5. Works well for me but seems for other cards have to be 0, test this version:

    https://dl.dropboxusercontent.com/u/659 ... r_v102.rar

    Or in the capx that shows wrong shaders edit the "OffsetX" variable and change the 0.5 for 0.0 to see if the shader appears correct.

  • Gigatron the .fx , .xml and .capx can be downloaded from the first post, this:

    https://dl.dropboxusercontent.com/u/659 ... editor.rar

    zenox98 digitalsoapbox Create a new document, add a sprite with my effect and run, still works wrong? How appears in the layout before run? also cutted in the half?.

    Also guys you tested the editor? this:

    https://dl.dropboxusercontent.com/u/659 ... index.html

    Also appears only a half part of tha shader?

  • Well i get something that change the line and still works equal:

    https://dl.dropboxusercontent.com/u/659 ... r_v101.rar

    digitalsoapbox and zenox98 , Please, download, overwrite and tell me if now works correctly....

    Edit:

    I changed this:

    q.x = mod(q.x,1.0)-0.5;[/code:1ej3n5t4]
    by this:
    [code:1ej3n5t4]q.x = fract(q.x)-.5;[/code:1ej3n5t4]
    
    Is the problem fixed guys?
  • The solution i mean is for fix the .fx not nothing you can do sorry :S .

    I'm trying now but i can't get working at the moment, or is something i'm missing or i still not have the enough skill to fix that.

    digitalsoapbox If you want to try look this two lines in the .fx file:

    q.x *= 1.0; // Number of flames on horizontal
    q.x = mod(q.x,1.0)-0.5; // 1=Separation / 2- Move to right[/code:23uk165c]
    
    Remember that for a shader the start position (top-left) is 0/0 and bottom-right is 1/1. For X (q.x) 0 is left, 1 is right and 0.5 is center. I think the problem is "q.x = mod(q.x,1.0)-0.5;" maybe the "mod" operation works different in some cards ¿?. 
    
    If you can play with the values of this line of code and see if ther is one that works for you. At least i will be sure that this are the problematic lines  .