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Everything posted by Einheit-101

  1. I am still working on the water shader. I managed to add specular lighting, shore foam and screen space reflections, but the reflections are currently inaccurate and require additional work. That stuff is not easy. But i think the outcome speaks for itself, it looks absolutely amazing. DEFAULT GTA, NO SHADER: WATER SHADER WITH SHORE FADING, SHORE FOAM, SPECULAR SUN LIGHTING, CAUSTICS, SCREEN-SPACE REFLECTIONS + DETAIL SHADER + GODRAY SUN SHADER + DYNAMIC SKY SHADER
  2. Except me? I dont think so. Maybe i will spend some money to put SAAW on top of the server browser. I have a small update soon, which fixes some small annoying things.
  3. The problem is that the SSLR shader calculates wrong texture coordinates, i dont know yet what to change in order to get the effect on a texture. The code on that website should be fine, because it is actually used in Ghost Recon Wildlands.
  4. The problem with this is that Ren712 is using a shader that gets drawn on the screen with dxDrawImage but my water shader is applied to a texture. Applying his image4D_mir to a texture results in nothing, there is obviously something that needs to be changed in order to make it work with a regular texture. And i have no idea what that could be.
  5. Now i see, what i actually want is this: https://habr.com/ru/post/244367/ remi-genin.fr/blog/screen-space-plane-indexed-reflection-in-ghost-recon-wildlands/ And it seems to be quite complex to achieve....... It has nothing to do with that lame attempt that i am using currently.
  6. Nope, that changes nothing. The problem is how reflectTexCoord is calculated in the vertex shader, the whole attempt seems to be wrong.
  7. I realized that simply flipping the image upside down with reflectTexCoord.y = 1 - reflectTexCoord.y; is the wrong attempt, a screen space reflection must be done in another way...
  8. The problem is that it looks crappy and the reflection is lagging by 1 frame.
  9. This is part of my shader that is responsible for the reflection. I update the reflectionTexture as screenSource each "onHUDRender" because otherwise you have the User interface in the reflection image. ... sampler2D envMapSampler = sampler_state { Texture = <reflectionTexture>; AddressU = Mirror; AddressV = Mirror; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; ... // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType WaterVertexShader(VertexInputType input) { PixelInputType out
  10. I will post the code soon when i have time, currently i am using resampleNow but it doesnt work. What is a render target scene reader?
  11. Hi all, i am currently working on new water reflections (Because there is no good water shader with water reflections) and i am facing numerous problems. One of the major problems is the fact that the reflection is always lagging 1 frame behind the actual image. Is it possible to fix that?
  12. Its a bad idea to draw shaders with dx functions because they mess up the rendering order, you would encounter issues with effects nd other stuff rendering in front of your effect, its better to apply a shader to the world texture and modify its values through MTA - if possible.
  13. Which draw distance issues are you talking about? Do you think its better to enable mid-map voting only if there are only 2-3 players online? This would remove map voting in larger battles. Because it often happens that 2 players join the empty server and then they are stuck on a giant map for 20 minutes.
  14. You wont get help for this, shaders are complicated and their documentation is terrible, and debugging them is literally impossible either. Since Ren712 and Sam@ke (MTA shader experts) have left MTA, there is no one left who knows anything about HLSL that goes beyond 5% of shader knowledge.
  15. UPDATE -Update to MTA 1.5.7 -Fixed a reload animation skip glitch when pressing C+R quickly -Updated dynamic lighting to use new "areVehicleLightsOn" function when the client meets the requirements -Removed the need of pressing "W" to enable debugging for staff members, added new setPlayerScriptDebugLevel instead -Updated Berlin-Mitte to latest version -Fixed an annoying warning of admin panel -Fixed fire rate of Remington Mod. 11 and Sjögren Inertia shotguns Future technical improvements I am never stopping to learn and in the meantime i managed to improve some
  16. This tutorial is amazing, thanks for sharing your knowledge, especially with the Alpha ID trick / 2nd UV layers.
  17. So the central message of you is that a table is being looked up faster when the key is shorter, which makes sense.
  18. The problem is that the documentation of these vertex prelights is "poor" to say the least, i tried to bring that into some of my own models but i had no success. Personally i would be glad for some help about this...
  19. So you say its always a bad idea to access a table with an element as index? table[vehicle] is worse than table[number] ? Is there any reasonable explanation why that is the case or is it just a funfact?
  20. I would suggest a "setting" that automatically stores all Lua functions inside the computers RAM for people who can afford that, it would increase performance of large scripts tremendously.
  21. I find it ridiculous that this isnt a basic thing of Lua itself, it should not eat less performance when functions are stored as local variables...
  22. We will set up everything this weekend. I hope MTA team will fix some important bugs soon. I want to create some new nice stuff.
  23. San Andreas At War WW2 will be offline for a few days/weeks starting at 23.07.2019. I will change my server provider.
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