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I have begun work on a new rendering system, here's the current progress below:
Instead of writing shaders that appear like the game, this closely emulates the original game's look by using the game's own material and shader systems. You can turn this on for any rendering-capable Novus tool, by using the NOVUS_USE_NEW_RENDERER=1 environment variable.
Here's a list of shaders that are currently supported:
Shader package support
character.shpk
skin.shpk
iris.shpk
hair.shpk
Dawntrail support is WIP, I'm trying to get at least the characterlegacy.shpk (which is presumably ARR's character.shpk) to work first before moving onto character.shpk. I also want to try launching older benchmarks and see what breaks too.
The text was updated successfully, but these errors were encountered:
I hastily put together Dawntrail support now, you need to enable it via NOVUS_IS_DAWNTRAIL=1 until I can detect it automatically.
I used crcracker to figure out some of the new keys:
letKNOWN_KEYS:HashMap<u32,&str> = HashMap::from([// scene keys(0x82292c76,"CalculateInstancingPosition_On"),(0xa657de89,"ApplyVertexMovementOn"),(0x9c14c8e9,"TransformViewSkin"),(0xa655b184,"GetCustumizeColorAuraOn"),(0x19229fd6,"ApplyDissolveColorOn"),(0x61b0cf19,"ApplyDitherClipOn"),(0x802566a,"ApplyDitherClipOff"),(0x3a11b1b,"ApplyDissolveColorOff"),(0x867b5ced,"GetCustumizeColorAuraOff"),(0x4123b1a3,"TransformViewRigid"),(0xf8ca223f,"ApplyVertexMovementOff"),(0xd5ecb340,"CalculateInstancingPosition_Off"),(0x51edd496,"GetDirectionalLight_Enable"),(0xf101618c,"GetFakeSpecular_Enable3"),(0xaefb134c,"GetUnderWaterLighting_Enable"),(0xd73b9e89,"GetDirectionalLight_Shadow"),(0x8606511a,"GetFakeSpecular_Enable2"),(0x4c5e8831,"GetDirectionalLight_Disable"),(0x1f0f00a0,"GetFakeSpecular_Enable1"),(0x1bb2530e,"GetFakeSpecular_Disable"),(0x2aa7a53c,"GetUnderWaterLighting_Disable"),// subview keys(0xf43b2f35,"SUB_VIEW_MAIN"),(0xb18fe63d,"Default"),(0x66244231,"SUB_VIEW_CUBE_0"),(0x99b22d1c,"SUB_VIEW_SHADOW_0")]);
Notably DepthBuffer and friends are gone. Apart from that not much has changed, but there's new parameters related to PBR. There's now stuff like "InstancingPosition" and "VertexMovement" most likely referring to new instance model support and grass physics movement?
I have begun work on a new rendering system, here's the current progress below:
Instead of writing shaders that appear like the game, this closely emulates the original game's look by using the game's own material and shader systems. You can turn this on for any rendering-capable Novus tool, by using the
NOVUS_USE_NEW_RENDERER=1
environment variable.Here's a list of shaders that are currently supported:
Dawntrail support is WIP, I'm trying to get at least the
characterlegacy.shpk
(which is presumably ARR'scharacter.shpk
) to work first before moving ontocharacter.shpk
. I also want to try launching older benchmarks and see what breaks too.The text was updated successfully, but these errors were encountered: