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Custom Shader Mod Tool! - Printable Version

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RE: Custom Shader Mod Tool! - Viper85626 - 10-01-2014

(10-01-2014, 10:27 PM)Romulator Wrote: If you have the AAMFP patch, it makes it a little bit easier to work with outdoor environments, gives you a few more entities to muck around with at the cost of your brute, gives you a little more creativity - however you have to supply all things like you would with your FC. I personally would not recommend it as it is not needed for a good story.

You just cleared my doubts. I won't be getting it haha. Thanks! Smile


RE: Custom Shader Mod Tool! - Acies - 10-01-2014

(10-01-2014, 10:45 PM)Viper85626 Wrote:
(10-01-2014, 10:27 PM)Romulator Wrote: If you have the AAMFP patch, it makes it a little bit easier to work with outdoor environments, gives you a few more entities to muck around with at the cost of your brute, gives you a little more creativity - however you have to supply all things like you would with your FC. I personally would not recommend it as it is not needed for a good story.

You just cleared my doubts. I won't be getting it haha. Thanks! Smile

What I meant was that the updated shaders should be part of the official patch, which they currently are not! Smile

Hmm.. Other than that the patch allows you to add custom monsters/models with animations. Without it you'll just go mad trying to export anything animated to HPL.


RE: Custom Shader Mod Tool! - Romulator - 10-02-2014

I don't mind uploading the new shaders, should that help Viper's work. Smile


RE: Custom Shader Mod Tool! - Viper85626 - 10-02-2014

No need to upload anything. I'm making this tool's abilities to just work on the local shader files in your computer. I'll have an update soon!


RE: Custom Shader Mod Tool! - Radiance - 09-17-2015

Is it possible to import shader animations from synthclipse with all neccesary C++ libraries for the custom story?
[Image: Capture.PNG]
[Image: Capture2.PNG]


RE: Custom Shader Mod Tool! - Romulator - 09-17-2015

I honestly have no idea what I am looking at, so I cannot fully comment. The shaders we were referring to in this thread were in reference to the Sepia Tone you get when you use the script command FadeSepiaColorTo();. By modifying the picture file you have in textures/shaders, you can give the game slightly differing effects to the normal Red color that would appear if the shadow got pretty angry (and in the opening of Amnesia I believe).

So if what you're suggesting is to create an animation and import that into Amnesia, the first thing that comes to mind is Particle Editting, since that's pretty much your main source of animation effects without having to model.


RE: Custom Shader Mod Tool! - Radiance - 09-17-2015

First animation is .fragx shader. It is GLSL fragment shader
The included C++ code renders the object and all the lighting. So object is defined via C++ formula. But, Amnesia accepts .glsl file so I was thinking is there a way to import it?


RE: Custom Shader Mod Tool! - Traggey - 09-17-2015

No, that won't work. These animations are voxel based as far as I know, and HPL has no support for voxels.


RE: Custom Shader Mod Tool! - Radiance - 09-17-2015

(09-17-2015, 04:17 PM)Traggey Wrote: No, that won't work. These animations are voxel based as far as I know, and HPL has no support for voxels.

How is water shader and ripples animated in Amnesia and Soma? Couldn't be that method used for this object too ?


RE: Custom Shader Mod Tool! - Mudbill - 09-17-2015

Water is a plane with an animated texture. Very simple.