Here's a google drive link to the "final" version of the palette swap shader that I wrote for CTF 2.5. Let me know if you have any trouble with it and I'll get right to fixing it asap.
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Open a TicketHere's a google drive link to the "final" version of the palette swap shader that I wrote for CTF 2.5. Let me know if you have any trouble with it and I'll get right to fixing it asap.
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I don't see any problems with it. You worked hard on it. I like how you code these conditions. I like it.
Thanks so much for this, it looks awesome.
Nice shader, although I've seen a lot of these through years for Fusion...
Switching the palette the way you do is similar to one I'm working on for a while with my Spritesheet shader.
I have at least 5 palette shaders, some are use images for palettes, some uses color parameters to replace specific colors, try picking a color that is close enough on the palette, uses a simple gradient, LUTs, etc
Still seems pretty compact, good work!
I can port to DX11 if anyone is interested.
Yes. That would be great if you ported this to DX11.
Marv
can someone make a port to DX11 please ?
After a few stupid errors I've managed to port it.
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Thanks a lot
Hey just to clarify for myself, shaders only work for the Windows exporter right? Becuase they use DX?
Yes, Fusion's shaders are DirectX shaders, programmed in HLSL.
There's no universal shader language... OpenGL should be the most compatible graphical API, but currently not compatible with modern MacOS, iOS, Xbox...
You can find certain new extensions that can use GLSL (OpenGL) shaders on Android, but there are many issues, like the lack of alpha channel or being limited to apply to the entire background/screen.
Yes, Fusion's shaders are DirectX shaders, programmed in HLSL.
There's no universal shader language... OpenGL should be the most compatible graphical API, but currently not compatible with modern MacOS, iOS, Xbox...
You can find certain new extensions that can use GLSL (OpenGL) shaders on Android, but there are many issues, like the lack of alpha channel or being limited to apply to the entire background/screen.
Hey thank you for the great explanation, much appreciated!
After a few stupid errors I've managed to port it.
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Unfortunately the port doesn't seem to be working.
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Kage it is working, what you're seeing there is most likely a problem on the events of this example.
It seems like it failed to switch the palette, so it's using the first one that was loaded, which was Kirby's palette.
As long you load the correct palette texture it should work, so check the example again.
An just to make sure you're not using a old broken example, here's the one that works here:
Kage it is working, what you're seeing there is most likely a problem on the events of this example.
It seems like it failed to switch the palette, so it's using the first one that was loaded, which was Kirby's palette.
As long you load the correct palette texture it should work, so check the example again.
An just to make sure you're not using a old broken example, here's the one that works here:
i try to switch kirby palette, nothing happens, in dx9 version everything works right away, in this one there is no reaction, what am i doing wrong?
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oh, I figured it out, sorry for the confusion. I have one more stupid question: since I'm developing a fighting game (Mortal Kombat), this shader would be perfect for me with the FLIP function, is it possible to add this?
Hmm, I can add it, sure, but be aware that flipping the sprite won't change the actual collision mask, so you most definitely need a separated object for hitbox or that trick of embedded hitbox.
I'll see if I can add the flip today.
Hmm, I can add it, sure, but be aware that flipping the sprite won't change the actual collision mask, so you most definitely need a separated object for hitbox or that trick of embedded hitbox.
I'll see if I can add the flip today.
Wow, thank you very much, about collisions - I have them just as separate objects, so to save memory, I just need a palette change and flipping
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Have you got it to work with your MK sprites? Cause seems like a lot of colors
Have you got it to work with your MK sprites? Cause seems like a lot of colors
I have not yet figured out how to associate the colors of grayscale with normal color map hmm
looks strange... NaitorStudios is it possible to change about 150 palette colors with a shader?
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Almightyzentaco (Fusion 2.5 Tutorials)
Captain Quail (Firefly Tutorials)