Nataku Posted January 31, 2008 Report Share Posted January 31, 2008 Hi, I was wondering how do I download the source code? I asked if I could help with coding and was given the information, but then I got lost at the point where everything is installed but not sure how to get the source code . haven't been developing like this before. thanks Link to comment Share on other sites More sharing options...
kafros Posted January 31, 2008 Report Share Posted January 31, 2008 http://docs.projectxenocide.com/index.php/..._use_the_SVN.3F Link to comment Share on other sites More sharing options...
[dteviot] Posted January 31, 2008 Report Share Posted January 31, 2008 (edited) Hi, I was wondering how do I download the source code? I asked if I could help with coding and was given the information, but then I got lost at the point where everything is installed but not sure how to get the source code . haven't been developing like this before. thanksOops. Sometimes I forget that not everyone is familiar with Subversion.I've updated the Wiki, so hopefully this won't happen again. Edited January 31, 2008 by dteviot Link to comment Share on other sites More sharing options...
Nataku Posted January 31, 2008 Author Report Share Posted January 31, 2008 Thanks alot guys Just one more question, I keep getting this error => "Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed." I checked the net and they said that it's the graphic card but when I checked ati's site they said it supports shader 1.1. any ideas? it's a Radeon 9250 btw. gonna try this on my laptop too later, just wondering if i can get the desktop at work going so i can work on it when there is nothing to do Link to comment Share on other sites More sharing options...
[dteviot] Posted January 31, 2008 Report Share Posted January 31, 2008 Just one more question, I keep getting this error => "Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed." I checked the net and they said that it's the graphic card but when I checked ati's site they said it supports shader 1.1. any ideas? it's a Radeon 9250 btw.It's probably because the Geoscape shader is a 2.0 shader. Link to comment Share on other sites More sharing options...
Nataku Posted February 1, 2008 Author Report Share Posted February 1, 2008 It's probably because the Geoscape shader is a 2.0 shader. oooooo good info guess i have to play with it with my laptop/home desktop (which ever works) Link to comment Share on other sites More sharing options...
[dteviot] Posted February 1, 2008 Report Share Posted February 1, 2008 (edited) It's probably because the Geoscape shader is a 2.0 shader. oooooo good info guess i have to play with it with my laptop/home desktop (which ever works)Well, the other option is you could butcher the shader and make it 1.0.Would not be very difficult (I think.) Really, just fold all the skybox textures into a single atlas and update the skybox to use the atlas. Then for geoscape render, provide two pixel shaders. For the 1.1 shader, take out the bump mapping.In fact, easiest thing to do would be look at the changes that have been made to GeoscapeScene.cs http://svn.projectxenocide.com/xenocide/xn...eoscapeScene.csUp to build 1693, a BasicEffect was used to render the Geoscape, and that was Shader 1.1 compatable.So, you could add code to GeoscapeScene to see what shader version is supported. If it's only 1.1, then use the BasicEffect code. If Shader 2.0 is available, then use the shader code. Edited February 1, 2008 by dteviot Link to comment Share on other sites More sharing options...
[Mad] Posted February 1, 2008 Report Share Posted February 1, 2008 Well, the other option is you could butcher the shader and make it 1.0.Would not be very difficult (I think.) Really, just fold all the skybox textures into a single atlas and update the skybox to use the atlas. Then for geoscape render, provide two pixel shaders. For the 1.1 shader, take out the bump mapping.In fact, easiest thing to do would be look at the changes that have been made to GeoscapeScene.cs http://svn.projectxenocide.com/xenocide/xn...eoscapeScene.csUp to build 1693, a BasicEffect was used to render the Geoscape, and that was Shader 1.1 compatable.So, you could add code to GeoscapeScene to see what shader version is supported. If it's only 1.1, then use the BasicEffect code. If Shader 2.0 is available, then use the shader code.Which would be a nice option to have in Xenocide anyway... Link to comment Share on other sites More sharing options...
[dteviot] Posted February 3, 2008 Report Share Posted February 3, 2008 (edited) Well, the other option is you could butcher the shader and make it 1.0.Would not be very difficult (I think.) Really, just fold all the skybox textures into a single atlas and update the skybox to use the atlas. Then for geoscape render, provide two pixel shaders. For the 1.1 shader, take out the bump mapping.In fact, easiest thing to do would be look at the changes that have been made to GeoscapeScene.cs http://svn.projectxenocide.com/xenocide/xn...eoscapeScene.csUp to build 1693, a BasicEffect was used to render the Geoscape, and that was Shader 1.1 compatable.So, you could add code to GeoscapeScene to see what shader version is supported. If it's only 1.1, then use the BasicEffect code. If Shader 2.0 is available, then use the shader code.Which would be a nice option to have in Xenocide anyway... I'll make you a deal. If someone can put together a texture atlas for the skybox, I can change the skybox shader to a v1.1 shader. And I'll add a v1.1 Geoscape shader as well. Notes for creating the skybox texture atlas. Basically, take the 6 images that are used for the skybox (back.jpg, bottom.jpg, front.jpg, left.jpg, right.jpg top.jpg at http://svn.projectxenocide.com/xenocide/xn...xtures/Geoscape, reduce them vertically by half, and horizontally to a third, and then put them together in a single 1024 x 1024 image as:+--------+--------+-------+ | | | | | Left | Back | Right | | | | | +--------+--------+-------+ | | | | | bottom | front | top | | | | | +--------+--------+-------+ Edited February 3, 2008 by dteviot Link to comment Share on other sites More sharing options...
Darkhomb Posted February 3, 2008 Report Share Posted February 3, 2008 Will do this tomorrow. Link to comment Share on other sites More sharing options...
[Mad] Posted February 3, 2008 Report Share Posted February 3, 2008 I'll make you a deal. If someone can put together a texture atlas for the skybox, I can change the skybox shader to a v1.1 shader. And I'll add a v1.1 Geoscape shader as well. Notes for creating the skybox texture atlas. Basically, take the 6 images that are used for the skybox (back.jpg, bottom.jpg, front.jpg, left.jpg, right.jpg top.jpg at http://svn.projectxenocide.com/xenocide/xn...xtures/Geoscape, reduce them vertically by half, and horizontally to a third, and then put them together in a single 1024 x 1024 image as:That is much appreciated! Thanks Darkhomb, let me know if I can somehow help you with this - same goes for you david, although I guess I won't be much of a help for you. Link to comment Share on other sites More sharing options...
kafros Posted February 3, 2008 Report Share Posted February 3, 2008 (edited) files removed (not needed anymore), post edited Edited June 24, 2008 by kafros Link to comment Share on other sites More sharing options...
Darkhomb Posted February 3, 2008 Report Share Posted February 3, 2008 Good job. They don't have to be perfect we can always change it later, however if there are just 3 pixels left on the right, you would simply stretch each image by 1 more pixel. Link to comment Share on other sites More sharing options...
[dteviot] Posted February 3, 2008 Report Share Posted February 3, 2008 * tileset.zip: Contains the psd with the resized skybox images, at their according positions (as dteviot asked in his code tags) Of course, there was a 3-4 pixel gap on the right, unacceptable. So:* full jpeg tileset.zip: Contains a complete 1024x1024 image. 12/12 Maximum quality, optimized baseline* full png tileset.zip: A png version of the above image, just in case you need it... I hope they are good enoughThanks kafros. Please note, it may be a couple of days before I get the shaders done. Link to comment Share on other sites More sharing options...
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