[LSD]Timewarp82
Semiprofi
Hier dein Screen. Mal nebenbei erwähnt, ich habe zwischendurch immer kurze Hänger. Woran kann das liegen ?
Also geht´s bei Dir auch nicht. Hänger haben viele gründe, wieviel AA verwendest Du?
So bei mir:
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Hier dein Screen. Mal nebenbei erwähnt, ich habe zwischendurch immer kurze Hänger. Woran kann das liegen ?
Habe dir die aktuelle autoexec nochmal angehängt, du kennst die Werte besser als ich und weißt eher, wo ich vllt. einen Bock geschossen habe. Danke fürs reinschauen.
Hab mir dein Paket auch mal runtergeladen und bei mir gehen die neuen WasserShader auch nicht.
Danke, habe auf 1024 verringert und TrippleBuffering abgestellt. Habe im Moment keine Ruckler mehr. Aber Wassershader gehen leider immer noch nicht.
Mal ganß dumm gefragt die CFG gehört doch in den Crysis ordner?
Oder unter C:\Benutzer\Mein Name\Eigene Dokumente\My Games\Crysis?
Wenn man Cryis den in C: installiert hatt,bei mir zb. ist es auf meiner G: Partition,aber ich weiß schon wie du das meinst danke.
Hier mal 3 Screens auch wenn sie lange nicht an deine ranreichen,du hast das einfach auch voll drauf finde ich.
So hätte Crysis von Anfang an aussehen müssen. Einfach nur traumhaft. Muss mal meine Config (sofern das reicht?) anspassen.
Hast du schon was bezüglich der Wassershader hrausfinden können ? Ist wirklich komisch, dass das bei dir ohne Probleme funktioniert.
Jo. Hätte auch gerne wieder das schöne Wasser. Ich versteh net, warum es bei keinem mehr funzt außer bei dir. Verheimlichst du uns was?
Spaß beiseite.
Unpack the contents to your Crysis directory.
Changes the black water wave decals to watery looking wave decals.
At your console (in editor or playing game in dev-mode):
e_water_waves 1
Preferably, for a map, you should use a flowgraph to set e_water_waves to 1 when the game starts. This works regardless of whether game is in devmode
Changes since last release:
Tweaked wave decals to blend in better.
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Work around to correct sun highlight bug.
Bug details: sun specular highlight shows up even through terrain.
Cause: The specular highlight only checked to see what direction the sun was in. Shadow occlusion checking doesn't work in the water shader (or perhaps any number of other shaders)
Solution: I used the water reflection to try to determine if the pixel coloration was coming from the sun or from occlusion. This is tricky because it's a guess based entirely on the color intensity of a single pixel. (average of several color channels - 0.5 = intensity of sun specular)
Bugs: Any sufficiently bright pixel could be mistakenly interpreted to be sun specularity rather than a cloud or a vehicle over/in the water. Because I used the average of multiple color channels this is more likely to occur with very bright reflections rather than a reflection that has only a single strong color channel.
Crysis\game\Shaders.pak\Shaders\HWScripts\CryFX
http://www.crymod.com/thread.php?threadid=53338&threadview=0&hilight=wave&hilightuser=0&page=6
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Ok I replaced the water shader I posted earlier today with a link to another post. It contains the water shader in a pak that also contains the shader cache so it will work properly in-game.
Also, a new game dll, just the DLL not packaged properly in mod folder, you know what to do with it right? (I'll fix that later too)
(the DLL allows you to enable e_water_waves in-game. Based on code contributed by James-Ryan)
One caveat that I think I mentioned before (or not) is that when I placed new wave decals the texture is backwards. I had fixed it in the shader but then that made the waves already in the game maps backwards so there's something about the decals that you have to do something with but I'm not sure what it is.
Post with links to new water shader beta tweaks and mod DLL enabling e_water_waves in-game
http://www.crymod.com/thread.php?postid=621178#post621178
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To those of you sticking the DLL in the bin64 folder, it's not compiled as 64 bit. If it still runs, great, but just keep in mind it' still 32 bit.
You shouldn't HAVE to do this but go to your 'My Documents', open up 'My Games/Crysis/Shaders' and delete the cache folder.
Uh, why did you do that? The pak into the game folder is ok I guess, but the dll needs to be loaded as a mod dll.... there's messages on the forum about doing that; I'm too tired to explain it right now, I'm yawning every 5 seconds and my vision is blurring.
Ok, you can't just stick the DLL into default Bin32 folder.
You have to make a folder inside your Mods folder that has the same name as the dll file. Inside THAT folder you need a Bin32 folder. Put the DLL in there.
If you're using it in an existing mod then make sure there's a Bin32 folder in your mod, put the DLL in there and then rename the DLL so it has the same name as your mod.
So if you wanted to use it in your mod, and your mod folder is named RayFansSpectacularMod, then you have to go to Crysis\Mods\RayFansSpectacularMod\Bin32, put the DLL in there and rename it to rayfansspectacularmod.dll
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The DLL works (and, the code it was compiled from) when loaded as a mod correctly. Sorry but I was pressed for time so I provided it as-is and assumed knowledge on how to load a mod DLL.
The DLL belongs in a Bin32 folder located inside of a mod folder that has the same name as the DLL.
So, if the DLL is named waterwaves.dll then it must be located at:
c:\program files\electronic arts\Crytek\Crysis\Mods\waterwaves\bin32\waterwaves.dll
Crysis must then be run with the command line option -mod waterwaves
(you can also load the mod from the Mods menu when running Crysis but you need an info.xml file properly written and located in the mod folder). You must also have Crysis patched or you can't load mods that way.
SUPERDUPPER! @timewarp ...
Frage;
Geht da auch was von bei warhead?
Ich habe mal nachgesehen, was damals im Crymod-Forum herum geisterte.
Ich weiß aber auch nicht WELCHEN Wassermod Ihr meint.
Fast alle Mods habe ich noch im Archiv. Auch den Reality-Mod an dem ich mitgearbeitet hatte.
Der richtige Wellen - Wassermod basiert auf einer waterwaves.dll und einer zwaves_decal_test_02.pak.
Das war aber Engineseitig nicht ganz so ausgereift und sah am Ende nicht "perfekt" aus. Funktionierte aber.
Edit: Die alte Version bestand nur aus einem z_watershader.pak.
Edit2:
Anbei folgend was ich zum Thema noch im Archiv hatte. Evtl. hilft es Euch ja.
Hier die Readme der ersten Version (also der alten):
EDIT 3:
Workaround der neuen version