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[DiscordArchive] what's your current guess ?

[DiscordArchive] what's your current guess ?

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rektbyfaith
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01-24-2022, 07:30 PM
#1
Archived author: Titi • Posted: 2022-01-24T19:30:54.119000+00:00
Original source

what's your current guess ?
rektbyfaith
01-24-2022, 07:30 PM #1

Archived author: Titi • Posted: 2022-01-24T19:30:54.119000+00:00
Original source

what's your current guess ?

rektbyfaith
Administrator
0
01-24-2022, 07:31 PM
#2
Archived author: Titi • Posted: 2022-01-24T19:31:00.672000+00:00
Original source

intra guessed it to be x2000 I think
rektbyfaith
01-24-2022, 07:31 PM #2

Archived author: Titi • Posted: 2022-01-24T19:31:00.672000+00:00
Original source

intra guessed it to be x2000 I think

rektbyfaith
Administrator
0
01-24-2022, 07:31 PM
#3
Archived author: Pursche • Posted: 2022-01-24T19:31:17.180000+00:00
Original source

I will take a look when I'm at my PC in a few min
rektbyfaith
01-24-2022, 07:31 PM #3

Archived author: Pursche • Posted: 2022-01-24T19:31:17.180000+00:00
Original source

I will take a look when I'm at my PC in a few min

rektbyfaith
Administrator
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01-24-2022, 07:31 PM
#4
Archived author: stoneharry • Posted: 2022-01-24T19:31:31.939000+00:00
Original source

I think I figured it out. The data values are only read if the time value is > 0
rektbyfaith
01-24-2022, 07:31 PM #4

Archived author: stoneharry • Posted: 2022-01-24T19:31:31.939000+00:00
Original source

I think I figured it out. The data values are only read if the time value is > 0

rektbyfaith
Administrator
0
01-24-2022, 07:31 PM
#5
Archived author: Titi • Posted: 2022-01-24T19:31:55.117000+00:00
Original source

could also look at noggit's code
rektbyfaith
01-24-2022, 07:31 PM #5

Archived author: Titi • Posted: 2022-01-24T19:31:55.117000+00:00
Original source

could also look at noggit's code

rektbyfaith
Administrator
0
01-24-2022, 07:33 PM
#6
Archived author: intra • Posted: 2022-01-24T19:33:14.481000+00:00
Original source

I have no idea, but I did manage to look fairly close. Although I think the X and Y scale was different. Had to squeeze it a bit in the X axis
rektbyfaith
01-24-2022, 07:33 PM #6

Archived author: intra • Posted: 2022-01-24T19:33:14.481000+00:00
Original source

I have no idea, but I did manage to look fairly close. Although I think the X and Y scale was different. Had to squeeze it a bit in the X axis

rektbyfaith
Administrator
0
01-24-2022, 07:34 PM
#7
Archived author: Titi • Posted: 2022-01-24T19:34:15.328000+00:00
Original source

☠️
rektbyfaith
01-24-2022, 07:34 PM #7

Archived author: Titi • Posted: 2022-01-24T19:34:15.328000+00:00
Original source

☠️

rektbyfaith
Administrator
0
01-24-2022, 07:38 PM
#8
Archived author: Pursche • Posted: 2022-01-24T19:38:49.118000+00:00
Original source

<@!213383518842126336> Noggit had bad values
rektbyfaith
01-24-2022, 07:38 PM #8

Archived author: Pursche • Posted: 2022-01-24T19:38:49.118000+00:00
Original source

<@!213383518842126336> Noggit had bad values

rektbyfaith
Administrator
0
01-24-2022, 07:40 PM
#9
Archived author: Pursche • Posted: 2022-01-24T19:40:41.177000+00:00
Original source

<@!213383518842126336> ```c++
if (drawCallData.liquidType == 2 || drawCallData.liquidType == 3) // Lava or Slime
{
float textureUVX = input.textureUV.x / 102.0f; // Found these by trial and error, unless we find another spot that looks bad this is what we're gonna use
float textureUVY = input.textureUV.y / 102.0f;

float2 textureUV = float2(textureUVX, textureUVY);

// Add slow scrolling effect
textureUV += drawCallData.uvAnim * (_constants.currentTime);

color = _textures[drawCallData.textureStartIndex + textureAnimationOffset].Sample(_sampler, textureUV);
}
```

This is what we do in our shader for Lava, it produces this result:
rektbyfaith
01-24-2022, 07:40 PM #9

Archived author: Pursche • Posted: 2022-01-24T19:40:41.177000+00:00
Original source

<@!213383518842126336> ```c++
if (drawCallData.liquidType == 2 || drawCallData.liquidType == 3) // Lava or Slime
{
float textureUVX = input.textureUV.x / 102.0f; // Found these by trial and error, unless we find another spot that looks bad this is what we're gonna use
float textureUVY = input.textureUV.y / 102.0f;

float2 textureUV = float2(textureUVX, textureUVY);

// Add slow scrolling effect
textureUV += drawCallData.uvAnim * (_constants.currentTime);

color = _textures[drawCallData.textureStartIndex + textureAnimationOffset].Sample(_sampler, textureUV);
}
```

This is what we do in our shader for Lava, it produces this result:

rektbyfaith
Administrator
0
01-24-2022, 07:40 PM
#10
Archived author: Titi • Posted: 2022-01-24T19:40:57.860000+00:00
Original source

seems like noggit uses 255
[Image: unknown.png?ex=690c5109&is=690aff89&hm=5...3e9123f1a&]
rektbyfaith
01-24-2022, 07:40 PM #10

Archived author: Titi • Posted: 2022-01-24T19:40:57.860000+00:00
Original source

seems like noggit uses 255
[Image: unknown.png?ex=690c5109&is=690aff89&hm=5...3e9123f1a&]

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