Shaders.rfa - The final frontier....

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freddy
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Post by freddy »

darn!

i wish i could underatsnd that "exe-code" better, perhaps there is a function for downloading thats just not is enabled? who knows :|
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Apache Thunder
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Re: Shaders.rfa - The final frontier....

Post by Apache Thunder »

A lot of these strings are called for in the meme files. I could check the meme files for these strings and see if there is any remnent meme file entries for it. Though chances are the meme files lack it. :(
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Apache Thunder
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Re: Shaders.rfa - The final frontier....

Post by Apache Thunder »

Probably should have done this sooner: (click to view video)

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This is a short video demonstrating most of the effects the RalliSport Racing game has. Shown is the rain/snow, lensflares on the car headlights and skidMarks (look closely to see them).

All 3 effects are shown and this is what it would look like if BF1942 had working lensFlares, weather code, and skidMarks. ;)
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Poow
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Re: Shaders.rfa - The final frontier....

Post by Poow »

What exactly is this "game lexicon"? Sounds quite interesting to me.
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Apache Thunder
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Re: Shaders.rfa - The final frontier....

Post by Apache Thunder »

? LexiconAll.dat. Present in most mods and in vanilla BF42. It's a must if you want to change name of the vehicle names that appear when you kill someone with a custom vehicle for example. You need a app that converts it to TXT and back to dat. That app comes wtih the MDT so you should already have it. ;)
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fo0k
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Re: Shaders.rfa - The final frontier....

Post by fo0k »

how about dynamic shadows on mesh? can we fill up these shader files with new stuff that the gpu will recognise? does it even nearly work like that.. or again all constrained by the exe..?
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Re: Shaders.rfa - The final frontier....

Post by Apache Thunder »

The game exe is hardcoded only to load specific files from the shaders.rfa file. New ones can't be added unfortunately. The uncompiled shaders have a different coding language so I haven't really been able to do anything with them. :(
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BotHunter
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Re: Shaders.rfa - The final frontier....

Post by BotHunter »

Is there a way to change the "Intensity" of the dynamic shadows?
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Re: Shaders.rfa - The final frontier....

Post by Apache Thunder »

You mean the darkness of the shadows?

The dynamic shadows can have their color altered. The command used to customize it is this:

Code: Select all

Shadow.shadowColor 0.6
Larger numbers mean darker shadows.

Normally just one number is used, but you can also use a vec3 to change to a more exotic color:

Code: Select all

Shadow.shadowColor 0.6/0.3/0.3
That would add a red tint to the shadows. ;)

This command is normally found in the Terrain.con. But sometimes it's in the Init.con of the map.
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