• Howto launch gmod/a usermod offline for (shader) development?
    9 replies, posted
Using a standard commandline procedure for a usermod config. It doesn't load the relative gamebin pathed files tho and complains about no steamuser when the client binaries are copied. Can it not run offline? https://i.imgur.com/cB1lQJ8.jpg Or, how should i do this? And which code base should i actually use for shader development? SDK mp13? I'd guess asw may not be the correct version, Is it? Is gmod even able to read the multiblend bsp lumps? Can custom shaders be 'addoned'? All new to me. Is it worth trying?
Maybe Garry's Mod doesn't support mods? Not sure. SDK 2013 is the most recent code Valve has released so it's probably good to base off, but I don't know if the shaders will work in any other engine branch. I didn't think you could add custom shaders to an existing mod anyway.
Ohh, it does. Seems it can not override any existing shader tho. Neither can a shader dll be used in addons (for obvious security reasons ofc). The muliblend paint doesn't work at all either. I thought about making it work. I guess this won't be the case without bumping the map version and adding the lump decoder and mesh formats for it. However it does support any custom shaders. A modified volumecloud. Renamed with the dll ofc. This could make a neat 'fake parallax grass' if done right. https://i.imgur.com/v2zUUX2.jpg Maybe a pbr style shader with proper metal colors could be done too.
You're welcome to come up with a better solution yourself Episoder. And on the offchance you do somehow manage to get a workable implementation would you mind adding a toggleable curve to the albedo subtraction? Nearly all realtime metalness shader break energy conservation for any albedo between metal and non-metal being too bright.
Subtractio? that's not my plan. I was thinking about using the basetexture to color the envmap directly and adding the texlod instruction for envmap roughness. Simple and naive code. The texlod is shader level 3 tho. I still gotta clean up anyway. This vertexlit and skin (asw even got a phong xtra) shader files are not a pretty mess.
I'm referring to this. Image courtesy of DOG-GY. http://i.picpar.com/tSRb.gif Both the specular and albedo have pretty serious issues but the albedo is more obvious. All I'm saying is it would be nice to have semiconductors display sort of right for once.
Yeh. I'm aware i gotta balance the contrast. I gotta think about fast code too tho. i could always just apply basicly a multiply with itself. That creates a square 0-1 curve.
fair warning, trying to implement this will double your shading cost.
Ohh. I forgot i had this thread here. Well, the experiment kinda failed. SM 3.0 and tex2dlod works, but i can't sample very low cube mipmaps to fake the Irradiance cubemap needed for both the IBL and reflection roughness. This is a 128³ (IBL) cubemap using the lod sampling, i wanted to derive from the roughness. As you see it samples from a roughly 16³ mip but won't go lower, even when forcing 'extreme low lod values'. I'd have to implement a random multisampling and weighting it, which could make it randomly noisy and kinda very expensive using multiple 'costly' 3d texture lookups. This is a lil bummer. https://i.imgur.com/J3SQ6Cc.jpg
Double is still preferable over the minimum triple needed to get anything looking vaguely right using what the engine already provides. Any alternative is better than what we have.
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