This mod was made with the intention of improving the graphics of C&C 3, and replaces several of the C&C 3 shaders. The changes are mostly made to high and ultra high settings, and have little or no effect on lower graphics settings. The mod is compatible with most other C&C 3 mods, and can be used with other mods as described in the readme file. The mod is still in a Beta stage, so contact me (Chronosheep) or leave a reply if you experience any issues. For modders: You may include these shaders in your own mod, but if and only if you give me proper credit, and link to this ModDB page in your readme file.

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5 comments by Chronosheep on Dec 20th, 2013

Hello World!

This is a little pet project of mine, which I have been thinking about releasing for quite some time.
ChronoShaders is a shader mod for C&C 3, which is aimed at making C&C 3 look better and more realistic. In addition, it fixes several graphical glitches.
Changes include (but are not limited to):
- Fixed the "hovering infantry" shadow problem
- Added soft shadows
- Improved lighting in many ways (hemispherical ambient lighting, ambient specular lighting, per-pixel lighting in all object shaders, improved diffuse lighting and much more...)
- Removed recolor glow effect on many units
- Fog now affects particles (smoke etc)
- Distortion effect scales with distance

Note that these changes are mostly made to high and ultra high settings, and have little or no effect on lower graphics settings. If you cannot run C&C 3 at high or ultra high settings, this mod is not of much use to you.
The mod is compatible with most other C&C 3 mods, and can be used in combination with most other C&C 3 mods. Installation instruction for both standalone use and with other mods is described in the readme file in the download. For you other modders out there: You may include these shaders in your own mod, but if and only if you give me proper credit, and link to this ModDB page in your readme file.

Want to see what it does? Check out some comparison images in the image gallery.

Before/After demonstrationsBefore/After demonstrations

Now, what are you waiting for? Go ahead and try it out! Beta version 0.5 can be found here:


Note that the mod  is still in a Beta stage, so contact me (Chronosheep) or leave a reply if you experience any issues. Also note that the water shaders have not been touched in the current version. I might get around to these at a later point.

Known issues:
- Some (very few) roads become quite shiny. This is EA's fault, as they used a far too bright specular map on those few roads.

Chronosheep out.

Downloads RSS Feed Latest Downloads
ChronoShaders 0.53

ChronoShaders 0.53

Jun 28, 2014 Full Version 0 comments

Another bugfix patch. Fixed a bug that caused certain particles to be rendered incorrectly. Thanks to Madin for the heads up.

ChronoShaders Beta 0.52

ChronoShaders Beta 0.52

Mar 6, 2014 Full Version 5 comments

This is just a small patch. - Fixed a bug where fog was incorrectly applied to particles. - Added ambient lighting to particles. - Toned down specular...

ChronoShaders Beta 0.51

ChronoShaders Beta 0.51

Dec 20, 2013 Full Version 2 comments

EDIT: New upload, fixed a bug that caused issues when used together with other mods. First Beta release of the ChronoShaders mod. See included readme...

Post comment Comments  (0 - 10 of 27)
AR_Crisostomo
AR_Crisostomo May 8 2014, 7:45am says:

More improvements can be done, but all in all it's great!

+1 vote     reply to comment
AiredaleMan
AiredaleMan Apr 22 2014, 6:35am says:

Looks awesome, does this work for Kane's Wrath as well?

+1 vote     reply to comment
Guest
Guest Mar 10 2014, 8:02pm says:

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Chronosheep
Chronosheep Mar 12 2014, 6:43pm replied:

Care to elaborate? What fails?

+1 vote     reply to comment
Guest
Guest Jun 14 2014, 1:07pm replied:

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MrTaxikiller
MrTaxikiller Jul 3 2014, 5:43am replied:

problems with different mods is not the fault of Chronosheep, as he is not the original author of the mods you try to play this with.

+1 vote     reply to comment
keithktam
keithktam Feb 3 2014, 8:49am says:

I do have an additional question though. Is it possible to write in additional code into the TW engine to mimic the shader in RA3?? and if it is a yes, then would it be a easy to intermediate task, or is it a hard to monumental task?? the reason I persist in this is because lets face it, RA3 is more difficult to mod... the in-game UI is terrible(too simplistic), and there are no tiberium/ore harvesting code built in, I have seen some smart guy able to port in this specific code, but since he/she not willing to share the knowledge, I would not know how even if I know coding. I am impressed with the shader though(when tune probably as seen by some modders with a better sensitivity), and I like the look of the water(I know is linking to the shader), and the code that allow you to build things on water and naval unit.
meanwhile, I will be taking c++ classic locally at my city. but until then, the itch about the fascination and wonder about coding game would never stop :)

p.s if you need people to get some graphic work to be done, be it 2d or 3d, matte painting,etc I am available, this is my rather short demo: Youtube.com

+1 vote     reply to comment
SecondWtq
SecondWtq Mar 7 2014, 9:47am replied:

and IMO, the so-called RNA is just a new architecture to organize the real-time rendering, not an actual improvement. The most appealing RA3 feature for me is just dynamic-lighting and improved physics.

+1 vote     reply to comment
SecondWtq
SecondWtq Mar 7 2014, 9:44am replied:

Well, the difference lays at, we don't have the source code of RA3 shaders. And the improvement of visual through purely shader editing can be limited and unstable. For example, adding a SSAO effect may need all Screen, Depth and Normal buffers, but the C&C3 postfx shader interface seems provide only Screen and Depth samplers, so it can be quite difficult.

+1 vote     reply to comment
keithktam
keithktam Feb 1 2014, 10:52am replied:

great! thanks a lot!!

+1 vote     reply to comment
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Platform
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Released Dec 20, 2013
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