Global mod for STALKER SHoC, intended to recreate a highly atmospheric Zone with highest possible quality, stability of the game, rich gameplay and loyalty to the canons of the Sci-Fi genre. The upcoming 0.6.9.3 version will be soon available. Current version is 0.6.9.2 R2 - you can get it in the downloads section.

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Media RSS Feed Report media OGSE 0.6.9.3 Sun Shafts test
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Paperper
Paperper Oct 15 2012, 5:22am says:

Looks a lot like the rays in Far Cry 2... but better! Looks amazing!

+7 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Oct 15 2012, 5:52am replied:

Yep, same reaction I have then first saw this. :)

+3 votes   reply to comment
Sniegininkas
Sniegininkas Oct 15 2012, 5:46am says:

Awesome ! Looks amazing ! And I see you added more objects to the level.

I can't wait to see the gameplay and A.I . This will be amazing :)

+3 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Oct 15 2012, 5:48am says:

Like dynamic shader mod???? Meltac would be a great addition to the OGSE team :)

+4 votes     reply to comment
SimplyYuri Creator
SimplyYuri Oct 15 2012, 5:54am replied:

No, all this is made by K.D., our new reverse engineer and specialist in assembler.

+2 votes   reply to comment
[TZP]LoNer1
[TZP]LoNer1 Oct 15 2012, 6:43am replied:

I know, but is this by any chance the same technique used as meltac does? I think he might be interested in these shader codes! :)

+2 votes     reply to comment
SimplyYuri Creator
SimplyYuri Oct 15 2012, 7:08am replied:

Whether it's the same technique I don't know, but any parts of 0693 will be available only after release :)

+2 votes   reply to comment
Meltac
Meltac Oct 16 2012, 3:13pm replied:

reverse engineer, huh? This PRETTY MUCH looks like what me and ket have done already several months ago!

http://www.moddb.com/mods/dynamic-shaders/images/ds-20-sun-shafts-god-rays3#imagebox

Pure coincidence???

-1 votes     reply to comment
K.D.
K.D. Oct 16 2012, 5:46pm replied:

This is pure shader effect. What you whant to say - I stole your code or algorythm? If first - I don't even know you, never seen your code and never asked you something. If second - you don't have any rights on it since you created your effect according GPU Gems 3.
And I'm reverse engeneer too. May be you saw extended grass distance pather :)

+3 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Oct 17 2012, 1:24am replied:

What did you say, done already? What do you mean by telling "done"? Your DS 2.0 with this effect aren't released yet at all and no one knows will it be released or not at all, if you didn't noticed. We just tired waiting for you to release DS 2.0 in public download (looks like it's never out), so begin to make all needed effects ourselves. There is nothing very special about it and you aren't such unique guy who making things no-one else can done too. So we already done soft water edges, sun shafts and grass render distance.

+1 vote   reply to comment
Meltac
Meltac Oct 17 2012, 4:52am replied:

Not less released than yours ;-) But everyone can see easily what we have done in our screenshots and videos on moddb, the same way as he can see your progress here. So as long as you don't claim that I have only faked that effect with some image/video manipulation I would say it's proof enough of what we have done, and when.

Besides, I didn't mean to offend you. I like your mod very much, it's truly one of the very bests for SoC. It's just, the effect looks very similar to mine and the timing when you promote it lets one think of this not being a pure coincidence. Of course you are right about GPU gems approaches being public. But please do not start playing unfair.

+1 vote     reply to comment
Deathdoor
Deathdoor Oct 17 2012, 5:49am replied:

How can we play unfair, if there is only two version of unrealised sunshafts: yours and ours :-)

let's be friends and respect each other :-)

+4 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Oct 17 2012, 5:54am replied:

Meltac, don't worry, you can be absolutely sure in fact we doesn't stole your shader code. At first, we haven't any contacts at all who can leak your development to us. At second, we just don't need this. Our dev's are skilled enough to make such things ourselves. But yep, most times if someone already make public release of things we need, we wouldn't try to invent bicycle, we just ask permission from authors and then integrate theirs work in our mod with all proper credits.

BTW, Meltac, did you really think what two different proper realisations of sunshafts, which made by two different skilled coders will be highly different one from one by output picture? :) In fact if both realisations built properly, output picture will be same, differences may be only in performance, well, and maybe in blur method. I suspect you're using in your realisation pretty same method as we are - using screen space texture. If so, yep, most likely results will be very similar.

+2 votes   reply to comment
Meltac
Meltac Oct 17 2012, 6:50am replied:

Thanks guys, that's ok for me - although I would have hoped to be only one having implemented this, LOL ;-) But sure I know there are other modders equally or better skilled than me knowing the same sources (e.g GPU Gems) like me, so it seems coincidence is a matter of likeliness.

Besides, did you guys manage to prevent the sunshafts from "shining through walls" properly, and calculate the sun's position in screen-space accurately? Because these two things gave me some head aches at first and I must confess my approach is still not perfect in those aspects.

+1 vote     reply to comment
K.D.
K.D. Oct 17 2012, 7:46am replied:

Meltac, I have noticed this bug with "shining through wall" only yesterday :). I think, view space raytracing or some sort of screen space "edge detection" could be a solution.
Speaking of screen space sun position I don't think this is neccessary. For marching along ray you only need pixel texcoords and direction from pixel to the sun in the screen space.

+1 vote     reply to comment
Meltac
Meltac Oct 17 2012, 8:43am replied:

Ok, I'm looking forward for what you will come up with. Maybe at some point our implementations might benefit from each other :-) Keep up the good work!

+1 vote     reply to comment
HQ4L
HQ4L Oct 15 2012, 6:20am says:

I love the atmosphere and the background sounds! Really outstanding work done here!

+2 votes     reply to comment
d4v33edz
d4v33edz Oct 15 2012, 12:17pm says:

Five star!...Truly great job.

+2 votes     reply to comment
CzechDeath
CzechDeath Oct 15 2012, 12:23pm says:

YES its perfect ! =)

+2 votes     reply to comment
Brca95
Brca95 Oct 15 2012, 7:56pm says:

This mod is looking better and better with every update! :)

+1 vote     reply to comment
MCGONN
MCGONN Oct 16 2012, 12:04am says:

Pretty impressive.

+1 vote     reply to comment
shivam121
shivam121 Oct 16 2012, 1:10am says:

just simple word......amazing.....

+1 vote     reply to comment
Lacedaemonius
Lacedaemonius Oct 16 2012, 3:55am says:

if you need to use the crosshair in any game with ironsights something has gone horribly wrong

+1 vote     reply to comment
ketxxx
ketxxx Oct 16 2012, 8:53pm says:

I'm sorry, but that looks a awful lot like what me and meltac have been working on. Our version doesn't get messed up when you zoom with ironsights either :p I don't know if meltac released the code to anyone but if that was the case I certainly hope its not a carbon copy and somebody trying to pass it off as their own work.

-1 votes     reply to comment
Deathdoor
Deathdoor Oct 16 2012, 11:49pm replied:

ok, if you realise "soft edges water", i will tell that you stolen it from us.
Don`t think that you so unic, that nobody can make same things.

+4 votes     reply to comment
KamikaZzeRu Author
KamikaZzeRu Oct 17 2012, 1:32am replied:

We used solutions from GPU Gems 3 "Volumetric Light Scattering as a Post-Process (Kenny Mitchell)". If you used this book too, there is nothing to say about "carbon copy" - it's public book, algorithms from it are in public domain and everyone can use it. Or maybe you want to copyright reading, huh? BTW about ironsights - in reality ALL objects casts sun shafts, so nothing is "messed up" - it looks just like it must be.

+2 votes   reply to comment
Das_P0m
Das_P0m Oct 17 2012, 7:16am says:

Nice one.
Not too much sunrays, love it!

+1 vote     reply to comment
marsalandrei
marsalandrei Oct 17 2012, 2:34pm says:

What's up with the out of place armor bar? i remember long time ago played with some mod which had 3 bars and the armor bar was in place but after i messed around a bit with the resolutions it was like in this video and it remains like that today even if i reinstall

+1 vote     reply to comment
KamikaZzeRu Author
KamikaZzeRu Oct 18 2012, 10:07am replied:

This is are default armor bar position from vanilla game, so I can't even answer anything about that.

+1 vote   reply to comment
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Description

Testing a new shader for the sun shafts ("god rays") effect, which made by K.D. It looks gorgeous, and the performance is very high. This effect in 0693 will replace the old effect of god rays from SkyGraphics.

Video Details
Type
Demonstration
Date
Oct 15th, 2012
Length
03:19
Filename
sun_shafts.avi
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