VeeDub Customizer
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well, most of them are from gti racing game because i didn't find any vw models that i can use , but i've modified them to my standards (the only thing that remains from gtiracing are the meshes, well some of them), i use blender for modeling, also the textures are custom made.
still i need help with a car pain shader, i don't know how to make shaders, and i use xeffects for post processing and shadows it is a good addition to irrlicht
still i need help with a car pain shader, i don't know how to make shaders, and i use xeffects for post processing and shadows it is a good addition to irrlicht
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thanx, remember i'm using xeffects1.3 for shaders don't know what shaders it is supporting i have tried only with *.hlsl and *.glsl shaders for some blurr and bloom effect
and i have tried the car shader from the wiki but doesn't work with xeffects
and i have tried the car shader from the wiki but doesn't work with xeffects
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Theres this code i have still, based on blindsides Dual paraboloid shaders.
http://irrlicht.sourceforge.net/phpBB2/ ... 516#203516
Its a half finished material renderer, but that car demo with the code is available i suppose i can upload it sometime.
http://irrlicht.sourceforge.net/phpBB2/ ... 516#203516
Its a half finished material renderer, but that car demo with the code is available i suppose i can upload it sometime.
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wow, those reflections are awesome !
i think they'll do just fine on the veedubs
i think they'll do just fine on the veedubs
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working on another environment this time a 1:1 copy from a real life warehouse:
screenshots:
real life warehouse (little modified photo to cut down the car in front of it )
sketchup model for the new 3d environment:
still work in progress buy i hope you got the ideea
this is in real life on a foggy day the same effect will be avaible in my project
ps .. it is not my car it is a car of a fellow veedubber
screenshots:
real life warehouse (little modified photo to cut down the car in front of it )
sketchup model for the new 3d environment:
still work in progress buy i hope you got the ideea
this is in real life on a foggy day the same effect will be avaible in my project
ps .. it is not my car it is a car of a fellow veedubber
sound trouble
well i've begun implementing cAudio 1.7.1 to my framework, but i have some trouble with sounds, outside irrlicht all sounds are good, the drivers are correctly installed (windoze 7) sound works 100%... then.. in irrlicht i have the demo code from cAudio :
and in the main loop:
it compiles ok, but i can't hear any bling sound
and i'm a little tired at the moment and i don't have any ideas, any help is much appreciated, i just want to add engine sounds, a particle emitter for exhaust gases, and just because it's winter ...a little snow effect hope to finish the pre 0.8version before xmas so i can release it to the public
Code: Select all
//for audio device
audio_manager = cAudio::getAudioManager();
audio_manager->init(argc, argv);
//audio_manager->setListenerPos(0.0,1.0,0.0);
my_audio = audio_manager->createFromFile("bling","data/sounds/bling.ogg",true);
my_audio->setVolume(80.0);
my_audio->play2d(true);
//-----------------
Code: Select all
while(device-run())
{....
while(my_audio->playing())
audio_manager->update();
and i'm a little tired at the moment and i don't have any ideas, any help is much appreciated, i just want to add engine sounds, a particle emitter for exhaust gases, and just because it's winter ...a little snow effect hope to finish the pre 0.8version before xmas so i can release it to the public
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nevermind..fixed it myself ..i forgot to install openal drivers
huh..i need some sleep
huh..i need some sleep
I'm sure you already noticed but the car is very dark and flat! You need to use a stronger light or raise the ambient color.
Anyway it's looking good the VeeDub looks like something out of Need For Speed: Underground.
Anyway it's looking good the VeeDub looks like something out of Need For Speed: Underground.
ShadowMapping for Irrlicht!: Get it here
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hehe, about the color, i could use some good realtime reflections or a car paint shader mixed with the texture and in that screenshot i used just one directional light and was a dark gray one
currently i'm using your xeffects1.3 for lighting and shadows
and one question: how can i convert a rendermonkey shader (the two tone car paint shader ) to be used with xeffects1.3 post processing effect i've seen that xeffects uses *.hlsl and *.glsl shaders
i'm still learning as i do my project.
another question: the bits and parts of the car are childs of emptyscenenodes, then i like to rotate the main scenenode(witch contains all the bits and parts of the car) around it's Y axis by pressing the buttons in the left corner of the screen, and also + and - for zooming the camera, and i want to make the rotation of the car to be smooth, but anything i've tried failed, setRotation didn't work while pressing the button...
currently i use camera rotation around the car, and camera update in the main loop, F1 for rotating camera and F2 for maya camera (just for debuging), but i want the camera to be fixed, and only the rotation of the car to be possible, also the user wil input the camera position coords if he pleases to put it in another position (like a photo session)
well electronic arts didn't include mk1 golf in their need for speed sequel <-too bad
they just made the mk4 golf gti and mk5 golf gti and r32
but need for speed is a game this is more like "how my veedub should look" and based on users feedback i will make all tuning/modding styles avaible like: german look, cult style, rat style (yea..the ugly rusting pieces of crap ), old school, OEM, then the rims will be those dedicated to this kind of cars, also motor swap will be possible, yea you pop the hood and instead of a 1.8 liter engine you'll see a 2.8 VR6 that is why i implemented the sound, so the user can hear what beast it is creating , then you can adjust the camber on the wheels some users like the negative camber for a race car look, then different textures for interior, the dashboard ... lots and lots of things ... so when it will be finished and if a veedubber uses it, first he will make a plan on how his car will look then he can apply the plan to his car, lets say he needs some new rims on the car, and he doesn't know how they would look on it, he adds the 3d model of the wheels to the veedub customizer directory, edits a xml file where the paths are defined, then starts the program and load the rims on the car easy as that, in the present most veedubbers use photoshop, they take a photo of the car, another for the wheels then spend hours on cutting and trimming the pictures to fit ... well they will forget all that pain in the a$$ once this will be finished
currently i'm using your xeffects1.3 for lighting and shadows
and one question: how can i convert a rendermonkey shader (the two tone car paint shader ) to be used with xeffects1.3 post processing effect i've seen that xeffects uses *.hlsl and *.glsl shaders
i'm still learning as i do my project.
another question: the bits and parts of the car are childs of emptyscenenodes, then i like to rotate the main scenenode(witch contains all the bits and parts of the car) around it's Y axis by pressing the buttons in the left corner of the screen, and also + and - for zooming the camera, and i want to make the rotation of the car to be smooth, but anything i've tried failed, setRotation didn't work while pressing the button...
currently i use camera rotation around the car, and camera update in the main loop, F1 for rotating camera and F2 for maya camera (just for debuging), but i want the camera to be fixed, and only the rotation of the car to be possible, also the user wil input the camera position coords if he pleases to put it in another position (like a photo session)
well electronic arts didn't include mk1 golf in their need for speed sequel <-too bad
they just made the mk4 golf gti and mk5 golf gti and r32
but need for speed is a game this is more like "how my veedub should look" and based on users feedback i will make all tuning/modding styles avaible like: german look, cult style, rat style (yea..the ugly rusting pieces of crap ), old school, OEM, then the rims will be those dedicated to this kind of cars, also motor swap will be possible, yea you pop the hood and instead of a 1.8 liter engine you'll see a 2.8 VR6 that is why i implemented the sound, so the user can hear what beast it is creating , then you can adjust the camber on the wheels some users like the negative camber for a race car look, then different textures for interior, the dashboard ... lots and lots of things ... so when it will be finished and if a veedubber uses it, first he will make a plan on how his car will look then he can apply the plan to his car, lets say he needs some new rims on the car, and he doesn't know how they would look on it, he adds the 3d model of the wheels to the veedub customizer directory, edits a xml file where the paths are defined, then starts the program and load the rims on the car easy as that, in the present most veedubbers use photoshop, they take a photo of the car, another for the wheels then spend hours on cutting and trimming the pictures to fit ... well they will forget all that pain in the a$$ once this will be finished
You could have a look at this: http://irrlicht3d.org/wiki/index.php?n= ... ByOmaremad
It's completely unrelated to XEffects though, you just apply that shader separately and you can use it alongside XEffects no problem.
It's completely unrelated to XEffects though, you just apply that shader separately and you can use it alongside XEffects no problem.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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i've already looked at it
but i don't know how to program it in my code i'm a newb when it comes to shaders that is why i asked for some help... hehe
but i don't know how to program it in my code i'm a newb when it comes to shaders that is why i asked for some help... hehe
shader
blindside, i've took your advice for the reflection shader, and looked in the shader example of irrlicht, i've written some code and here is a screenshot with that reflection shader:
my card : 8600GT 256MB DDR3, intel dual core 2.0GHz, 2GB of ram
what i'm doing wrong
my card : 8600GT 256MB DDR3, intel dual core 2.0GHz, 2GB of ram
what i'm doing wrong