tweaked seraphim shader

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Re: tweaked seraphim shader

Postby BlackYps » 27 Jun 2019, 00:03

Here is the current version of the shader.
texturepack.zip
(20.76 KiB) Downloaded 53 times

I forgot to mention that you probably need to delete the shader cache to see the new shader. The shader cache is located here:
Code: Select all
C:\Users\%UserName%\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance

you can delete the entire folder. It will be readded when the shaders are compiled.

If you enable cheating you can quickly change the fidelity settings with a console command
graphics_Fidelity 2 is for high fidelity and graphics_Fidelity 1 is for medium fidelity
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Re: tweaked seraphim shader

Postby BlackYps » 29 Jun 2019, 14:01

Time for the final version:
I got rid of the shadow on bloomy surfaces and made some final improvements to the rest. I tested it on a variety of different maps and I am now satisfied with the result.
texturepack.zip
(20.69 KiB) Downloaded 59 times


If you like to have it changed in some way, let me know, otherwise I consider this project to be sucessfully finished.

(If you like it please let me know, too)

Here are some more pictures:
current.jpg
current.jpg (427.25 KiB) Viewed 2426 times

new.jpg
new.jpg (414 KiB) Viewed 2426 times
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Re: tweaked seraphim shader

Postby BlackYps » 13 Jan 2020, 22:45

So much for a final version.
After gathering some feedback and watching it in game for a while, I made some further tweaks. The shader now looks more consistent on different maps. It still reacts to the color of the light and the environment texture so it does not look totally the same. In fact on maps where it was bright before, there are almost no changes. But on maps like Setons Clutch where it was a bit dark, it is now noticably sparklier.
I also changed the glowing parts, toning them down a little and making it behave more like the vanilla verions.

Here are some pictures, the current one is on the left, the new one on the right.
bermuda_locket.jpg
bermuda_locket.jpg (564.38 KiB) Viewed 2125 times

setons.jpg
setons.jpg (732.78 KiB) Viewed 2125 times

Here is also the new file, so you can see for yourself. On high fidelity is the new version and on medium is the current one, so you can quickly compare them.

Don't forget to wipe the cache ;)

texturepack.zip
(25.95 KiB) Downloaded 47 times
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Re: tweaked seraphim shader

Postby ZeRen » 15 Jan 2020, 17:38

would be possible to make UEF's shield bubble more darker blue or something? it is really hard to see what shield cover, especially shield boat's bubble is invisible
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Re: tweaked seraphim shader

Postby Little Miss Murder » 15 Jan 2020, 17:55

ZeRen wrote:especially shield boat's bubble is invisible


This this this this.
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Re: tweaked seraphim shader

Postby Rikai » 16 Jan 2020, 19:26

BlackYps wrote:
setons.jpg


Omg nice! Now imagine this combined with RK's Explosions. Fantastic work!
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Re: tweaked seraphim shader

Postby Enjot » 12 Feb 2020, 15:09

Photos and download zip are unavailable.
Information
The selected attachment does not exist anymore.

The file ./../files/15317_e0623a42495578011fedb2e5adc8ba22 does not exist.
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Re: tweaked seraphim shader

Postby keyser » 23 Mar 2020, 02:09

here is some comparison images :
Old vs New
Image
Image
Image
Image
Image
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Image
Image
Image
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Re: tweaked seraphim shader

Postby BlackYps » 23 Mar 2020, 12:01

I don't have the originally uploaded file any more.
Here is a new one, but without the convenient toggle. It is just the new shader on high fidelity, without the old one on medium. (The file inside is the same like it will appear in the next patch)
Attachments
texturepack.zip
(25.77 KiB) Downloaded 17 times
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Re: tweaked seraphim shader

Postby keyser » 26 Mar 2020, 23:42

video of how it would look like : https://www.youtube.com/watch?v=n52aivAEltk

Please give us feed back
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