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Showing content with the highest reputation on 01/28/2024 in all areas

  1. Just noticed, the forum automatically converts “_s_e_r_a_“ (without the underscores) to “seraphim“ whenever its posted somwhere. Very annoying. Im sure that this is the reason. As I said, the original surface and image names have the abbreviation and not the full word in the names.
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  2. That's super cool. Then I can switch back and forth between difficulty mods or more and less mobs depending on how much challenge I want. I like this mod and I wanted to try it since you mentioned in the CE topic, now I have the time needed for this.
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  3. Yes, that's correct. Thanks for trying the mod and writing back.
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  4. cosmic -> Planck Cosmic microwave background, radiation from short after the big bang
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  5. @Vishanka I experimented some more new seraphim-wings-fx.shader: // effect on seraphim wings #include "extractvalues.shader" struct appdata { float3 position : POSITION; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 texcoord : TEXCOORD0; float2 data : TEXCOORD1; }; struct pixdata { float4 hposition : POSITION; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 screenCoord : TEXCOORD2; }; struct fragout { float4 col[2] : COLOR; }; pixdata mainVS(appdata I, uniform float4x4 worldViewProjMatrix) { pixdata O; float4 pos4 = float4(I.position, 1.0); // vertex pos O.hposition = mul(pos4, worldViewProjMatrix); // vertex-position in screen space O.screenCoord = calcScreenToTexCoord(O.hposition); // pass texture coords O.texcoord0 = I.texcoord.xyyy; //O.texcoord1 = I.data.xyyy; return O; } fragout mainPS(pixdata I, uniform sampler2D texture0, uniform sampler2D texture1, uniform float4 system_data) { fragout O; // color s2half4 tex0 = tex2D(texture0, I.texcoord0.xy); // move noise entry coords float2 noise_coords = I.texcoord0.xy; // calc noise float2 lup = float2(0.13, 0.13) * noise_coords; float2 lup1 = lup + 0.005 * system_data.xx; float2 lup2 = lup - 0.005 * system_data.xx; float4 noi1 = tex2D(texture1, lup1); float4 noi2 = tex2D(texture1, lup2); // halfspace float noi = abs((noi1.x + noi2.x) - 1); // make slimmer float pl = pow((1.0 - noi), 10.0 * (1.0 - I.texcoord0.y)); // pulse factor pulsing between 0.6 and 1.0 float pulse_factor = 0.8 + 0.2 * sin(6.283185 * frac(0.35 * system_data.x)); // get plasma color from tex0 float3 plasma_col_a = pow(I.texcoord0.y, 0.8) * pl * tex0.xyz + 2.0 * pow(I.texcoord0.y, pulse_factor * 5.0) * tex0.xyz; float3 plasma_col_g = 0.5 * pow(I.texcoord0.y, pulse_factor * 5.0) * tex0.xyz; O.col[0] = float4(plasma_col_a, tex0.a); O.col[1] = float4(plasma_col_g, tex0.a); return O; } surface: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "fx/wing_fx_test2.tga", texture1Name = "fx/noise.tga", texture2Name = "fx/black.tga", flags = SURFACE_FLAG_TRANSPARENT, shader = obj_fx_twings_test, } mgr.surfCreate(newSurface); shader collection: obj_fx_twings_test = { diffusePnt = "object/diffSpecBumpPnt.shader", diffusePntShd = "object/diffPntShd.shader", z = "object/z.shader", shadowmap = "object/shadowMap.shader", cubeshadowmap = "object/cubeShadowMap.shader", ambDiff = "object/fx/seraphim-wings-fx.shader", } Texture (had to convert it to png to be postable, originally it's dds): Basically nothing changed for the endijan effect itself, I just made it so that the vertex shader calculates the correct texcoords for the new model and that the alpha channel gets applied for the effect which, for the original endijan wings, is hardcoded. Nothing more. I'm not quite happy with the black-ish regions yet. Have some ideas, gonna experiment some more, but I'm very close at successfully applying the endijan wings effect to the mystique set.
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  6. No. The table belongs to the Estate. They have 5 big tables, and benches, some couches and a drink/bar counter. It is a cellar, so all artificial lights. But we moved the tables into 2 long tables, and moved the couches into a corner for a comfortable seating nook away from the main table. And the bar was next to the entrance. The platters/boards are all mine One of the trustees is also a wine enthusiast, and organises wine appreciation evenings throughout the year that gets hosted in the cellar. Different wine farms are invited to do tastings with people and talk about their farm(s) and wine. Most also then have a special on one or some of their wines for the evening, and they deliver to the estate. You.can just pick up your wine later in the day. That is how we got to taste Stettyn wines and Flagstone wines. Both farms thst we have now visited and bought more wine from.
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  7. chocolate => Sydney's Sinful Sundae It tastes Heavenly But the devil made me eat it.
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  8. @Vishanka Found a way to directly use the shader and image responsible for the Endijan Wings effect: At the top of the file: obj_fx_twings_test = { diffusePnt = "object/diffSpecBumpPnt.shader", diffusePntShd = "object/diffPntShd.shader", z = "object/z.shader", shadowmap = "object/shadowMap.shader", cubeshadowmap = "object/cubeShadowMap.shader", ambDiff = "object/fx/ambDiffTWings.shader", } The surface: newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/ancient/c_sera-ancient-wing_fx.tga", texture1Name = "fx/noise.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_TRANSPARENT + SURFACE_FLAG_SHELLFX + SURFACE_FLAG_SFX, shader = obj_fx_twings_test, } mgr.surfCreate(newSurface); I like that. Gonna keep it for my mod You can experiment some more with the image, transparency etc., if you like. Also if you want to reduce the density, then I can do this in the shader file directly for you. I think these wings have some hardcoded wierdness with the alpha channel going on. That's why the glow file behaves so wierdly. Don't know wether the surface 3 looping theory holds, tried to test, some results spoke for the theory and some didn't. Ye makes sense, sry for brain lag lol
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  9. Theuns i'm always in for inspired upgrades... lets ferment all we can then!! gogo
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  10. oooh offal... hmmm.ew, ooooh, ewwwwww.. mostly.. mixed feelings... guess cuz i havent enjoyed it yet... so for now friends...this is all you get from me gogo
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  11. Theuns... thank you for this wonderfully delightful share...I've not stopped sharing your photos non stop since you put them up!! I JUST got into doing charcuterie board this last christmas... I had seen glimpses of it upon the internet and then became obsessed with what looked like absolutely complicated works of art... but then when their creators explained them and allthe tricks of corners, folding etc... It just made it even more delicious! We actually brought our first set of meats and cheeses up to my cousins this last christmas... and late late late at night at 1230 we brought it out... and were so surprised that it turned out so well...but its nothing like yours!! All the different textures, meats, fruits and foldings... and that masssive wooden table underneath... that was one of the things that Schot noticed..is that yours? Its immense, and the wood is just beautifuil... and Gina... what a super-powered friend to show up with cake like that...magical! gogo
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  12. Hello there, I've just tried EE for the first time and I'm glad for all the fixes and especially for removing the stat-point exploit CM160 had. My only question is that, is I'm free to enable and disable the optional mods comes with EE anytime? Doing so doesn't affect my save?
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