Title: Effects 64 (Barebones '97-esque shader effects) Post by: fromhell on November 26, 2009, 04:31:08 AM Don't worry about this replacing the OA effects you currently love. This is intended for pak0.pk3 to free space usage, and video memory, for having a cleaner 'base', and for oa486 and for OA's distant future.
For ABSOLUTE CRAP cards, I started redesigning the effects shader file with a "N64" mentality in them. It would be one of the first steps of shader organization (and to easily tailor effects shaders for different hardware that need it) - Shared textures between effects and shells - rgbGen const coloring - small 32x32/64x64 - Alpha blending for all when additive can't be done on the card (Rare case) - Intended for speeding up load times on VERY slow computers, as well as saving some video memory (to 4/8mb cards) New simple shells, that are animated by scrolling and mapped environmentally (http://leileilol.mancubus.net/crap/simpleshells.jpg) Applying the alpha-everything thing didn't turn out for flares well, though. (http://leileilol.mancubus.net/crap/alphaflarefailure.jpg) While doing this, I discovered a way to make an anti-cheating invisibility shader: (http://leileilol.mancubus.net/crap/intensitycheatworkaround.jpg) Title: Re: Effects 64 (Barebones '97-esque shader effects) Post by: Falkland on November 26, 2009, 04:26:44 PM While doing this, I discovered a way to make an anti-cheating invisibility shader Yeah , this is good because if using a lego-quake config doesn't give any relevant advantage , the tendence will be to not use it. |