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Custom Unit Shader Framework

Posted: 28 Mar 2016, 11:46
by Forboding Angel
[2:36:18 AM] So ok, need some help
[2:36:25 AM] I implemented this: https://github.com/gajop/Custom-Unit-Shader-Framework
[2:36:48 AM] Which has a different structure than what evo had previously. A little bit of fixing and all is good.
[2:37:18 AM] However, teamcolor is missing from my units and I honestly have no clue why.
[2:37:47 AM] I know that this seems to change the rendering from the default engine to custom stuff
[2:37:58 AM] so I assume it looks for teamcolor differently than the engine
[2:38:21 AM] But as far as I can tell, it isn't documented anywhere. Does anyone know what I should be looking for?

Re: Custom Unit Shader Framework

Posted: 28 Mar 2016, 11:50
by Forboding Angel
I have pushed what I have to the evo 101 branch: https://github.com/EvolutionRTS/Evolution-RTS/tree/101

Re: Custom Unit Shader Framework

Posted: 28 Mar 2016, 15:33
by Beherith
Check the BAR repo, it has plenty of recent stuff with cus. You do need bleeding edge engine tho

Re: Custom Unit Shader Framework

Posted: 28 Mar 2016, 23:42
by Forboding Angel
That doesn't answer the question though. CUS is working fine. It's simply teamcolor which is no longer showing and Im guessing that it was split out into a shader or something.

Re: Custom Unit Shader Framework

Posted: 28 Mar 2016, 23:50
by smoth
what are you doing that caused it to start?

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 00:31
by Forboding Angel
I implemented the Custom Unit Shader Framework which is linked int he OP. There isn't much to it. It's a gadget and a bunch of shaders.

https://github.com/gajop/Custom-Unit-Shader-Framework

The ONLY relevant pieces of this repo is what is in luarules and what is in modelmaterials. Everything is is just example stuff.

I have already looked and the dds in the repo are using the exact same method of displaying teamcolor that evo uses. But teamcolor in evo just shows up as being flat black.

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 01:16
by FLOZi
What engine version are you running Forb?

If it's 101 it could be https://springrts.com/mantis/view.php?id=5136 ?

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 01:36
by gajop
Probably not. I think it's the team color issue Hokomoko fixed in ZK shaders.

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 06:02
by Forboding Angel
102 rc1

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 06:03
by Forboding Angel
gajop wrote:Probably not. I think it's the team color issue Hokomoko fixed in ZK shaders.
This is frustratingly non-specific. I had a look at the shaders zk is using and it doesn't even have a lot of the bits from CUS. I can't utilize something when it doesn't even resemble what I'm trying to fix /frustration.

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 06:11
by Forboding Angel
FLOZi wrote:What engine version are you running Forb?

If it's 101 it could be https://springrts.com/mantis/view.php?id=5136 ?
I tried using the unit texture preloader (which is an excellent idea imo), but for me it causes spring to crash.

Re: Custom Unit Shader Framework

Posted: 29 Mar 2016, 06:57
by Forboding Angel
Ok, found the fix lurking in zk :-)

Submitted PR here: https://github.com/gajop/Custom-Unit-Sh ... ork/pull/1