Jump to content

Hi There

Welcome to Klub Exile. If you happened to make your way to the site either from Lovers Lab or a Search on Google, we are glad you found us.  To unlock the entire site you will need to have a account registered.  Don't worry it is free but in the mean time you can read up on why we made the site and other little tidbits.  Feel free to join or Discord Server also if you have any more questions.  Thanks for stopping by and See You on the other side.

admin admin

Update from 17.05.2019 - Camera


pervokpetr

Recommended Posts

New update was sent (several members will recieve update tomorrow - gmail blocked me on 24h)
- Camera object (experimental)
- LUT post-effect
- fixed Diffuse Only for lights

Camera
New hook object, can be created from level gui. This is experimental implementation, not sure that I did all correct. It work in the same way as mirrors - you need create camera object in scene and then bind some game surface(texture) with camera object, like we do with mirrors. Section properties:

   [camera01]
   type = camera
   enable = true
   position = 0.000000, 0.956561, 0.532245
   rotation = 0.000000, 0.000000, 0.000000
   uv_offset = 0.000000, 0.000000
   uv_scale = 1.000000, 1.000000


Camera perform scene rendering on the same render target as normal rendering and final appearance depends from object that will receive image and his texture uv layout. uv_offset and uv_scale allow to adjust how camera result will be applied to game surface/texture. To bind with some texture you need use "rendering_source" and "rendering_source_visibility" in pass file like this:
   rendering_source = camera01
   rendering_source_visibility = 0.95


IMPORTANT!!! - - "mirror_source" for mirrors binding was changed to "rendering_source", "mirror_visibility" was changed to "rendering_source_visibility", to be identiacal for both objects mirrors and cameras.

LUT
Added lut algorithm to post effects (see section LUT in hook settings window), the same algorithm as in ReShade/SwithFX, lut allow adjust image gamma,tone and contrast with using lut texture. To use it you need place lut texture in binaries (sorry, in hook_data11 folder), it should be called "lut.png", also you should correctly set LutTilesSize parameter (lut textures that I saw in general 16 or 32) and LutTilesAmount - if this parameters will not correspond to LUT texture then you will get image glitches. Also you need to setup chroma amount and lua amount for this effect.

Overlay option moved to own scroll.

StripClub + camera: R_Stripclub - VenRan+camera.zip

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

WARNING! Adult Only Content You must be 18 years of age or older to enter. By accepting you agree to Klub Exile's Terms of Use and Guidelines upon creating an account.