Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 7 8 [9] 10 11 ... 21

Author Topic: [0.97a] GraphicsLib 1.9.0  (Read 749544 times)

jn_xyp

  • Ensign
  • *
  • Posts: 28
  • Ordinary Player, Fossic.org customer support
    • View Profile
    • Jn_xyp's Blog (In Chinese)
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #120 on: July 19, 2020, 07:50:52 AM »

Hi,

In order to facilitate Chinese players to download this essential mod, I would like to ask permission to repost this mod on the Starsector Chinese Forum.

I will keep all the description and author information, and follow further update of this post.
Logged
Ordinary Player, maintainer and customer support of fossic.org.

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #121 on: July 19, 2020, 03:20:48 PM »

Yes, you can redistribute this mod wherever you like.
Logged

N7Commander84

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #122 on: September 18, 2020, 03:43:05 PM »

So this may be a dumb question, but what do I do if it doesn't download as a .zip since I wanted to download Graphics Lib but it doesn't install as a .zip so I can't extract it?
Logged

Wispborne

  • Captain
  • ****
  • Posts: 400
  • Discord: wispborne
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #123 on: September 18, 2020, 04:25:31 PM »

So this may be a dumb question, but what do I do if it doesn't download as a .zip since I wanted to download Graphics Lib but it doesn't install as a .zip so I can't extract it?

You need this to extract it. It's free.
https://www.7-zip.org/download.html
Logged
Mod: Persean Chronicles | Mod Manager: SMOL | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

N7Commander84

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #124 on: September 18, 2020, 04:45:11 PM »

Done deal. Thank you!
Logged

Neitronus

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #125 on: September 23, 2020, 08:26:23 AM »

Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.9.1a] GraphicsLib 1.4.3
« Reply #126 on: September 28, 2020, 01:53:51 AM »

Update in preparation for shenanigans...


Download GraphicsLib 1.4.3
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.4f)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.3:
- Fixed the Benchmark progress indicator
- Fixed normal map scaling when flipped
- Migrated version file to custom host (sigh)
Logged

cjy4312

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.3
« Reply #127 on: October 10, 2020, 02:14:36 AM »

HI!

I have some problems with normal map.

Its still working when I use "ship.setExtraAlphaMult(0f)" to make ship transparent :P

( you can see some "ghost" on the runway :-[)

[attachment deleted by admin]
« Last Edit: October 10, 2020, 02:17:05 AM by cjy4312 »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.9.1a] GraphicsLib 1.4.3
« Reply #128 on: October 12, 2020, 12:56:28 AM »

Have you set normal/surface/material maps for the ships and weapons?  There are already automatic transparency checks in GraphicsLib.
Logged

Jon Micheelsen

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.3
« Reply #129 on: October 22, 2020, 12:28:56 PM »

Hi Dark.Revenant,
first of all, very impressed by GraphicsLib!

I'm trying to add a subtle gloss based ambient specular term.* For that I need a view vector with a bit of perspective, so I was trying to use normalize(vec3(gl_TexCoord[0].xy * 2.0 - 1.0, 1.0)), but gl_TexCoord[0].xy appears to not be mapped to 0-1 range relative to the screen? I eyeballed it to about normalize(vec3((gl_TexCoord[0].xy * 2.0 - vec2(1.0 / vec2(1.6, 1.4))), 1.0)), while running at native windows res of 3480x2160 at 150% ui scaling, which means I need to run the game at 2560x1440 - a fact I think might be related? Can you point me in the direction of the bigger picture I'm missing here?

* I went for this one, https://github.com/codekuangben/Resource/blob/master/Book/2017-02-19/Render/s2013_pbs_black_ops_2_slides_v2.pdf, that being early PBR, wasn't too exotic for the old school style. For ambient light I went for a hard coded dark desaturated indigo blue. On that note, would it be possible to pipe the backgrounds images in? I'd like to try and do a hemispherical warped reflection sample.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.9.1a] GraphicsLib 1.4.3
« Reply #130 on: October 22, 2020, 10:04:56 PM »

Display.getPixelScaleFactor() might be a factor for some users in certain situations, and in addition you should consider the fact that the backing texture representing the screen is a power-of-two-sized texture.  A game ran at 2560x1440 needs a 4096x2048 texture behind it, which gives you the ratio (1.6, 1.4222...).  The best solution is to render at an offset and ignore the unseen data.  I hope this helps!
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.9.1a] GraphicsLib 1.4.4
« Reply #131 on: December 24, 2020, 09:46:31 PM »

Small maintenance update, and finally a definitive version file fix.


Download GraphicsLib 1.4.4
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.4f)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.4:
- Possible surface map transparency fix?
- Fixed version file HTTPS redirect
- Overload EMP colors now match the default overlay (or any special overload colors that might be scripted in)
  * Added "useVentColorsForOverloadArcs" option for old behavior
Logged

Icchan

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.4
« Reply #132 on: January 04, 2021, 04:02:15 PM »

I think I'm having a problem with the normal maps feature, in that they don't seem to apply at all.

They used to work, but as I usually take around 1 year breaks from the game (and update to latest game/mods version as I pick up again), so I'm not exactly sure when it broke. All I know it worked around a year ago, but currently doesn't.

I do have several other mods loaded, but I also tried with only lazylib, magiclib and graphicslib loaded but it didn't help. I've increased my vparams mem settings to around 6 gigabytes, my pc has 16 gigs installed. I also tried with 8 gigs vparams settings, no help. I have 8 gigs of VRAM in my gfx card (Radeon 5700), so should be enough (last year I had a vega 56 which had 6 gigs and that worked). Latest drivers and windows updates installed.

Checking the starsector.log I can see that the game finds and loads the textures, but all lighting effects look flat. Definitely not how I remember them being when normal maps worked.

Anyone have any idea what's causing this?
Logged

Yubbin

  • Lieutenant
  • **
  • Posts: 68
  • i just play mods
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.4
« Reply #133 on: January 04, 2021, 07:00:57 PM »

You should go into the graphics lib files, find the config, and change those a bit.
Logged

Icchan

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] GraphicsLib 1.4.4
« Reply #134 on: January 04, 2021, 07:14:48 PM »

Tips on which ones and to what values?

By default it seems all surface maps, material maps and normal maps are being used.

PS. Where could I download older versions of GraphicsLib for testing purposes? Like versions 1.4.0 and/or 1.3.0.
« Last Edit: January 04, 2021, 07:19:41 PM by Icchan »
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 21