Fahrzeug- und Glow-Shader und Shader-Fails

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AustriaModding Lukas
Posts: 204
Joined: Thu Oct 14, 2021 4:04 pm
Location: Oberösterreich
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Fahrzeug- und Glow-Shader und Shader-Fails

Post by AustriaModding Lukas »

Servus,

Ich hätte zwei Fragen:

Und zwar bin ich dran meine Steyr Mods (Profi und Terrus) upzudaten, und jetzt habe ich ein Review gekriegt:
Shader (file: data/shaders/vehicleShader.xml, variation: Decal)
Missing hash (hash: ('1734EA26', '00002635', '00000000', '15800000'))
Nearest hash (hash: ('1734EA26', '00002036', '00000000', '05800000'))
Used mat attrs
attrs:
[('*', 'MASK_ALPHA_BLENDING'),
('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('*', 'MASK_ALLOW_FOG'),
('*', 'MASK_LIGHTING'),
('*', 'MASK_USED'),
('*', 'Custom shader id 1734EA26')]

Cached mat attrs
attrs:
[('-', 'MASK_ALPHA_BLENDING'),
('+', 'MASK_ALPHA_TESTING'),
('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('-', 'MASK_ALLOW_FOG'),
('-', 'MASK_LIGHTING'),
('*', 'MASK_USED'),
('*', 'Custom shader id 1734EA26')]

Difference mat attrs
attrs:
{('-', 'MASK_LIGHTING'),
('*', 'MASK_ALPHA_BLENDING'),
('+', 'MASK_ALPHA_TESTING'),
('*', 'MASK_ALLOW_FOG'),
('-', 'MASK_ALPHA_BLENDING'),
('*', 'MASK_LIGHTING'),
('-', 'MASK_ALLOW_FOG')}

Used light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('*', 'Non-MSAA'),
('*', 'Write motion vectors')]

Cached light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('*', 'Non-MSAA'),
('-', 'Write motion vectors')]

Difference light attrs:
{('*', 'Write motion vectors'),
('-', 'Write motion vectors')}

i3dFiles (numI3ds: 1)
i3dFile (file: FS22_profiCVT_update/profi.i3d, numMaterials: 2)
Material (name: decalExterior_mat, id: 10)
Material (name: decalInterior_mat11, id: 13)


Shader (file: data/shaders/glowShader.xml, variation: staticLight)
Missing hash (hash: ('881AEA3B', '00002634', '00000000', '17800000'))
Nearest hash (hash: ('881AEA3B', '00002834', '00000000', '05800000'))
Used mat attrs
attrs:
[('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('*', 'MASK_ALLOW_FOG'),
('*', 'MASK_LIGHTING'),
('*', 'MASK_USED'),
('*', 'Custom shader id 881AEA3B')]

Cached mat attrs
attrs:
[('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('-', 'MASK_ALLOW_FOG'),
('-', 'MASK_LIGHTING'),
('+', 'MASK_DEPTH_VISUALIZATION'),
('*', 'MASK_USED'),
('*', 'Custom shader id 881AEA3B')]

Difference mat attrs
attrs:
{('-', 'MASK_LIGHTING'),
('+', 'MASK_DEPTH_VISUALIZATION'),
('*', 'MASK_ALLOW_FOG'),
('*', 'MASK_LIGHTING'), (
'-', 'MASK_ALLOW_FOG')}

Used light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('*', 'SSAO'),
('*', 'Non-MSAA'),
('*', 'Write motion vectors')]

Cached light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('-', 'SSAO'), ('*', 'Non-MSAA'),
('-', 'Write motion vectors')]

Difference light attrs:
{('*', 'SSAO'),
('-', 'SSAO'),
('-', 'Write motion vectors'),
('*', 'Write motion vectors')}

i3dFiles (numI3ds: 1)
i3dFile (file: FS22_profiCVT_update/profi.i3d, numMaterials: 1)
Material (name: dashboard_mat, id: 8)



Shader (file: data/shaders/glowShader.xml, variation: staticLight)
Missing hash (hash: ('881AEA3B', '00002635', '00000000', '15800000'))
Nearest hash (hash: ('881AEA3B', '00002036', '00000000', '05800000'))
Used mat attrs
attrs:
[('*', 'MASK_ALPHA_BLENDING'),
('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('*', 'MASK_ALLOW_FOG'),
('*', 'MASK_LIGHTING'),
('*', 'MASK_USED'),
('*', 'Custom shader id 881AEA3B')]

Cached mat attrs
attrs:
[('-', 'MASK_ALPHA_BLENDING'),
('+', 'MASK_ALPHA_TESTING'),
('*', 'MASK_ALBEDOMAP'),
('*', 'NORMAL_MAP_FORMAT 3CHANNEL'),
('*', 'MASK_GLOSSMAP'),
('-', 'MASK_ALLOW_FOG'),
('-', 'MASK_LIGHTING'),
('*', 'MASK_USED'),
('*', 'Custom shader id 881AEA3B')]

Difference mat attrs
attrs:
{('-', 'MASK_LIGHTING'),
('*', 'MASK_ALPHA_BLENDING'),
('+', 'MASK_ALPHA_TESTING'),
('*', 'MASK_ALLOW_FOG'),
('-', 'MASK_ALPHA_BLENDING'),
('*', 'MASK_LIGHTING'),
('-', 'MASK_ALLOW_FOG')}

Used light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('*', 'Non-MSAA'),
('*', 'Write motion vectors')]

Cached light attrs:
[('*', 'Use shadow map: no'),
('*', 'GPU perf class 2'),
('*', 'Large shadow map filter'),
('*', 'Non-MSAA'),
('-', 'Write motion vectors')]

Difference light attrs:
{('*', 'Write motion vectors'),

('-', 'Write motion vectors')}
i3dFiles (numI3ds: 1)
i3dFile (file: FS22_profiCVT_update/profi.i3d, numMaterials: 1)
Material (name: decalInterior_mat10, id: 12)
Also an sich kann verstehe ich was gemeint ist, also das beim ersten das "MASK_ALPHA_TESTING"; beim zweiten das "MASK_DEPTH_VISUALIZATION", und beim dritten wieder das "MASK_ALPHA_TESTING" fehlt, soweit richtig? Und vor allem wie behebe ich diese Shader Fails? :shock:



Und beim Terrus habe ich ja für die Blinker eine Anzeige im Innenraum, also die Blinkerpfeile die Grün blinken und der Warnblinker halt rot. Diese sind aus einem 800er Axion raus, was aber eigentlich Texturverschwendung ist, aber ich krieg meine eigenen Static Lights nicht zum Blinken, wie geht das bitte? Ich hoffe ihr kennt euch aus was ich meine und bedanke mich für eure Hilfe! :lol:
Bauanbua :this:
Steyr 6125 Profi, 8085 Turbo RS2, 540 Plus, Deutz D7006
85 Stück Fleckvieh, Laufstall, 32 Hektar

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