DODS engine update?


BERSERK3R
06-25-2007, 10:13 AM
I'm still thinking about the new features like combining envmaps and phong released with the new sdk base.

More information about this can be found in this article:
http://www.hl2world.com/bbs/viewtopic.php?t=46068

For these new effects (shaders) to work you need to make a mod from an existing game.

For "us" devs, this is very interresting stuff (the new shader posibilities), and I myself really like to mess arround with it for the many many ideas I've got I couldn't make before.

I don't know about CSS but I know that DODS is not able to make use of the new shaders.

For example there is this "new" "falloff" shader which is really usefull for dods by using it on clothing, flags etc.
Example (http://www.neilblevins.com/cg_education/complex_mats_falloff/blood_cell.jpg)

And I am asking myself if it'd be worth the effort to let dods make use of this new engine/shaders.
I don't know what it takes to "convert"/update, the engine/shaders dods is currently using.

But if it's just a "small" thing, why not do it.
This will give dods a great boost, for players and ofcourse for devs like "us".

There is one thing that I really like to put in use for a very long time.
I still prefer envmaps above phong for some models.
And that's the same for phong.

The perfect solution would be combining phong with envmap reflections, and that is possible with the new engine/shaders!


So my opinion is that this game would benefit for players and modders for this game to have this new update.
And I like to discuss the future of DODS with this "engine" and it's shaders and the possibility of upgrading for more extended use.

Watevaman
06-25-2007, 11:28 AM
Alright, I didn't read much, but I've known about that shader since it's first release, and you know it's a totally custom shader, and is not released by Valve, right?

Now, if you somehow made a mod based off of DoD:S and included the shaders in that pack, you'd be able to have full use of it's features.

I agree, falloff and most of the stuff this garfield guy made are amazing and would be awesome if implemented (Darn HL2 for being a bit too early for built in Parallax).

BERSERK3R
06-25-2007, 12:27 PM
Alright, I didn't read much, but I've known about that shader since it's first release, and you know it's a totally custom shader, and is not released by Valve, right?

Now, if you somehow made a mod based off of DoD:S and included the shaders in that pack, you'd be able to have full use of it's features.

I agree, falloff and most of the stuff this garfield guy made are amazing and would be awesome if implemented (Darn HL2 for being a bit too early for built in Parallax).

Are you sure that Valve didn't make that, cause I thought Hl ep1,2 is using it?

Btw I just made a quick test with the new shaders:

Ofcourse the hand is a bit to much and doesn't look realistic but it's just to show how it looks.

But if you tweak it correctly you can have some friggin awsome leather or latex effect.

The revolver turned out quite sweet, and didn't do much tweaking either.

http://img48.imageshack.us/img48/6715/wipadvshadersui0.png

Watevaman
06-25-2007, 04:00 PM
Nah, it's totally custom, hence there being so many versions and downloads at Filefront.

Also, that 357 looks amazing, could I get a download link for just that?

Guyver
06-25-2007, 04:30 PM
Nah, it's totally custom, hence there being so many versions and downloads at Filefront.

Also, that 357 looks amazing, could I get a download link for just that?
lol ...I asked him for his phonged BAR too and he never gave it to me. :(

Watevaman
06-25-2007, 04:57 PM
lol ...I asked him for his phonged BAR too and he never gave it to me. :(

Well, even if he gives me the phong settings, I may be able to replicate it.

Wile E Coyote
06-25-2007, 06:09 PM
Ahhh.... *thump* *thump* IS THIS THING ON?

I have been asking for what seems like forever if anyone knew if it was possible to get both phong shaders AND environment maps working at the same time - where were you????? :mad:

Okay all is forgiven, so are you gonna post how this was accomplished???

Watevaman
06-25-2007, 07:10 PM
Ahhh.... *thump* *thump* IS THIS THING ON?

I have been asking for what seems like forever if anyone knew if it was possible to get both phong shaders AND environment maps working at the same time - where were you????? :mad:

Okay all is forgiven, so are you gonna post how this was accomplished???

Link in first post to shader, read it. :P

Also, it's not possible by default in Source games as far as I know yet. However, if you can somehow get a server to run this shader, then you could get it accomplished.

Also also, you can't blame me, since I've never seen you request for a possible way to get phong AND env maps working. :P

Trp. Jed
06-26-2007, 04:46 AM
I'm not 100% sure, but I'll try and get a definate answer on this for you.

My understanding is that when you compile a new custom shader for Source, you compile it against the standard shader library which ships with the SDK. The Source SDK is often one step behind they current release version of the Source engine used in games like CSS and DoDS hence custom shaders wont work.

Of course, I could be wrong as I know the current SDK code base (215 as we call it) does support phong which is parallel with the current release engine version. However, I don't know if the SDK shader code is in sync.

I suppose the only way to find out is to try it - don't you just drop the custom shader DLL into the games \bin folder? Try that, you might suprise yourself.

zonetrooper5
06-26-2007, 08:13 AM
Are you sure that Valve didn't make that, cause I thought Hl ep1,2 is using it?

Btw I just made a quick test with the new shaders:

Ofcourse the hand is a bit to much and doesn't look realistic but it's just to show how it looks.

But if you tweak it correctly you can have some friggin awsome leather or latex effect.

The revolver turned out quite sweet, and didn't do much tweaking either.

http://img48.imageshack.us/img48/6715/wipadvshadersui0.png

I like the gun with the phong and envmap but the glove with that stuff looks a little too shiny to be honest.

Watevaman
06-26-2007, 10:20 AM
I'm not 100% sure, but I'll try and get a definate answer on this for you.

My understanding is that when you compile a new custom shader for Source, you compile it against the standard shader library which ships with the SDK. The Source SDK is often one step behind they current release version of the Source engine used in games like CSS and DoDS hence custom shaders wont work.

Of course, I could be wrong as I know the current SDK code base (215 as we call it) does support phong which is parallel with the current release engine version. However, I don't know if the SDK shader code is in sync.

I suppose the only way to find out is to try it - don't you just drop the custom shader DLL into the games \bin folder? Try that, you might suprise yourself.

This shader works in HL2 for me, at least, the older builds did (I extracted to HL2 when I first got this), but you're right in thinking that you should run it off of 215, because the documentation states that you should create a new mod with the SDK and make sure the GameInfo AppsID (or whatever) is pointing to the Source SDK base.

To be sure, don't just drop it into DoD:S or CSS until you get a definite answer, as Jed said. Simply create a new MOD and make sure it's set to read from the Source SDK base. If you need to, simply extract the materials/models that you want to modify into the mod, modify them, and test 'em out in the game somehow.

Edit: Oops, how stupid of me. Of course this works in regular Source games as far as I know, because I totally forgot I have it running as an addon for Gmod10 and all the features of it work fine.

Trp. Jed
06-26-2007, 12:03 PM
Well you said it works on HL2 but HL2 is the old codebase not the new EP1 engine codebase which I believe is what DoD is running off.

Still, dropping it into the DoD bin folder wont kill anything, it'll either work or it wont, simple as that.

BERSERK3R
06-26-2007, 12:32 PM
About how to get this to work.

First, this only works when making a MOD and this wil NOT work on "default" games like DODS, CCS.

Second, there is a package you can download (link on first post) which contains a map and it's objects which uses the new shaders and some custom shaders files which you refer to in your shaderfile (vmt).

For example now you use "refract", or "lightmapgeneric", but with this you use "Mn_Phong" for example that refers to the Mn_Phong file.

So if you do want to make use of this "awsome" shaders, bear in mind that you can only "mess" around with this by making a mod, and not be able to use this in CSS/DODS or even a existing mod.
This is something I/we have to work on, and see what's possible.


Ahhh.... *thump* *thump* IS THIS THING ON?

I have been asking for what seems like forever if anyone knew if it was possible to get both phong shaders AND environment maps working at the same time - where were you????? :mad:

Okay all is forgiven, so are you gonna post how this was accomplished???

So if you are refering to default games I have to disapoint you.

This is why I also made this topic, just to show that it IS possible and why not have the other gamees make use of it.
And still dont know what about ep1,2 etc. I thought they'd use it, so then dods,css can use it.

Wile E Coyote
06-26-2007, 01:26 PM
ahh okay I read ahead too much.... I thought this was working with the DLL dropped in the BIN folder.... so much for speed reading class

BERSERK3R
06-26-2007, 02:42 PM
ahh okay I read ahead too much.... I thought this was working with the DLL dropped in the BIN folder.... so much for speed reading class
No problem, happens to me also.

Anyway, there was something I forgot to mention.
You have to read the readme included in the pack you download.
There are several but the one, which is probably the latest one included a readme file with information which is very important.

I own a ATI videocard and when I first ran the mod I got a DX error I think.
After some research I did on google which was really not nescesary if I had read the readme first, but it was caused by some shadercode combinations that my card AND/OR drivers could not handle.

So what I did was to just renamed some of the shader files (vmt) and found out which ones worked and which did not.

The most important shaders work fortunately and there was one "vague" shadere that did not seem to have any appeal to me that did not work.

But the readme has got info/possible solutions for specific video cards.
And you might even solve it by installing a new driver or older driver.

I own a Asus (ATI) X800XT PE and the shaders I could see were:
- paralaxmapping
- phong + envmap
- phong + envmap + transparancy
- falloffselfillumination

BERSERK3R
06-27-2007, 11:33 AM
Just found info about more shader posibilities:
http://www.hl2world.com/bbs/viewtopic.php?p=683369

Check out that sphere!!!!!!!!!
Man it gets me drewling, good lord.


EDIT:
Here ya are: Phong AND Envmap, nicely together ;)

YES, I just tested it online and I could use it without any problems.

And please do NOT whine about realism or what ever cause I just figured out a whole new shader technique, and I just did a rough example.

The envmap is not really that visible on these screens but you will see it more clearly when moving, ill try to get a video up.

http://img183.imageshack.us/img183/9039/wipphongenv1tl5.png

oxygencube
07-10-2007, 03:24 PM
Very nice. Maybe you can use that refract shader and apply it to the water in a dod:S map. Just a thought :?

Watevaman
07-10-2007, 03:31 PM
Very nice. Maybe you can use that refract shader and apply it to the water in a dod:S map. Just a thought :?

Water already refracts.

BERSERK3R
07-10-2007, 05:57 PM
Water already refracts.
And also even refLects.

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