Monster v2.0
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chaun
- Gnoblar
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sinbad
- OGRE Retired Team Member

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Not sure if this is v2 or not: http://www.ogre3d.org/wiki/index.php/The_Monster
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Paulov
- Greenskin
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The latest monster shader is available here:
www.ikernor.com/download/ogrespace/monster-2.0/all.zip
I offer free file hosting for people that share their stuff to ogre community.
I can host VERY large files. up to 200mb
(if important project can host larger files).
thank to Guilderstein.
www.ikernor.com/download/ogrespace/monster-2.0/all.zip
I offer free file hosting for people that share their stuff to ogre community.
I can host VERY large files. up to 200mb
(if important project can host larger files).
thank to Guilderstein.
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jacmoe
- OGRE Retired Moderator

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Thanks for hosting it, Paulov! 
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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Evak
- Orc Shaman
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Evak
- Orc Shaman
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BTW, anyone had any luck getting it to compile, I'm trying to use it with ofusion but get the following compile error.

which suggests that atten0 isn't being declared anywhere. I turned
#if attenuation to 1
thinking that would fix it, but no joy,
Anyway, if anyone has it working in ofusion, some brief instructions would be cool.
THanks.
PS. Wasn't sure if I should have posted here or in the Ofusion forums. Just this is the only existing thread about the shader.

which suggests that atten0 isn't being declared anywhere. I turned
#if attenuation to 1
thinking that would fix it, but no joy,
Anyway, if anyone has it working in ofusion, some brief instructions would be cool.
THanks.
PS. Wasn't sure if I should have posted here or in the Ofusion forums. Just this is the only existing thread about the shader.
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guilderstein
- Halfling
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- Location: Hungary, Budapest
Now thats a bit strange.
Do you have the same in a say, 1.4.2 SDK ogre.log?
I seem to only use atten0 in 2 places in the whole shader, and if
you have LIGHTING, LIGHT_0, and ATTENUATION flags on, that should do it.
I mean, as I read the code, its not possible to have atten0 in a valid shader line if its not defined before - the #if-s make sure of that.
Will check.
Though the shader would really need some renovation, its pretty old and
lousy in some places, now I could write miles better if had enough time :S
Regards,
g
Do you have the same in a say, 1.4.2 SDK ogre.log?
I seem to only use atten0 in 2 places in the whole shader, and if
you have LIGHTING, LIGHT_0, and ATTENUATION flags on, that should do it.
I mean, as I read the code, its not possible to have atten0 in a valid shader line if its not defined before - the #if-s make sure of that.
Will check.
Though the shader would really need some renovation, its pretty old and
lousy in some places, now I could write miles better if had enough time :S
Regards,
g
"I go where I please, and I please where I go"
- Duke Nukem
- Duke Nukem
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ColinDoody
- Kobold
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ebol
- Halfling
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Hi, I'm back after a looong while
So again, greetings to you all.
About Monster2.0 being set up for oFusion... well, i tested it with oFusion 1.8 CE and with max 7 and max 8.
When using max 7, I have the same error as Evak described (from Ogre.log):
and max crashes :/
But, when running with max 8, Monster seems to compile ok, but after selecting it, I can't set any of it parameters and (even there are auto_params declared in .program file) all of methods implemented in Monster 2 (w_Ambient, w_PerPixel_Lim6, MONSTER) producess the same result - totally white material.
I know that this is just a research not the problem solution, but maybe it will help to solve this issue.
About Monster2.0 being set up for oFusion... well, i tested it with oFusion 1.8 CE and with max 7 and max 8.
When using max 7, I have the same error as Evak described (from Ogre.log):
Code: Select all
Error #: -2147467259
Function: D3D9HLSLProgram::loadFromSource
Description: Cannot assemble D3D9 high-level shader w_Ambient Errors:
(48): error X3004: undeclared identifier 'atten0'But, when running with max 8, Monster seems to compile ok, but after selecting it, I can't set any of it parameters and (even there are auto_params declared in .program file) all of methods implemented in Monster 2 (w_Ambient, w_PerPixel_Lim6, MONSTER) producess the same result - totally white material.
I know that this is just a research not the problem solution, but maybe it will help to solve this issue.
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guilderstein
- Halfling
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Seems oFusion compatibility is core for you guys 
Recently found something that might be what you are looking for,
the old oFusion MONSTER shaders.
DL here:
http://rapidshare.com/files/44154590/Ofusion.zip.html
Cheers,
g
Recently found something that might be what you are looking for,
the old oFusion MONSTER shaders.
DL here:
http://rapidshare.com/files/44154590/Ofusion.zip.html
Cheers,
g
"I go where I please, and I please where I go"
- Duke Nukem
- Duke Nukem
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PDX
- Gnoblar
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Hi Guilderstein,
Thanks for posting that link!
I take it this Ofusion.zip file does *not* contain the Monster v2.0 shader?
Also, up above, Paulov posted a link to the Monster v2.0 shader, but I wasn't able to get that to work with oFusion (in Max 7). Any hints on how to do that?
I ask because I was able to get the shader in Ofusion.zip to work, but it looks shiny to the point of being slimy. The Monster 2.0 fixes would be great to have.
Thanks for posting that link!
I take it this Ofusion.zip file does *not* contain the Monster v2.0 shader?
Also, up above, Paulov posted a link to the Monster v2.0 shader, but I wasn't able to get that to work with oFusion (in Max 7). Any hints on how to do that?
I ask because I was able to get the shader in Ofusion.zip to work, but it looks shiny to the point of being slimy. The Monster 2.0 fixes would be great to have.
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Paulov
- Greenskin
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HEy PDX
You can make look the monster 1.0 not shiny, I did. But will be difficult to make it lightmaped, at least by now.
Me, Havent been able to run 2.0 in OF. Hope something can be done.
The monster 1.0 is available for download here:
http://www.ikernor.com/ogre_free_space/guilderstein/
You can see the ressults I had in an oFusion threat I made, there is a video too:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4505
bye.
You can make look the monster 1.0 not shiny, I did. But will be difficult to make it lightmaped, at least by now.
Me, Havent been able to run 2.0 in OF. Hope something can be done.
The monster 1.0 is available for download here:
http://www.ikernor.com/ogre_free_space/guilderstein/
You can see the ressults I had in an oFusion threat I made, there is a video too:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4505
bye.
Last edited by Paulov on Tue Jul 24, 2007 8:50 am, edited 1 time in total.
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celic
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rluck
- Kobold
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Code: Select all
12:51:46: OGRE EXCEPTION(3:RenderingAPIException): Failed to DrawPrimitive : Invalid call in D3D9RenderSystem::_render at e:\projects\ogrecvs\branches\eihort_vc8_clean\ogrenew\rendersystems\direct3d9\src\ogred3d9rendersystem.cpp (line 2719)edit: it must be the laptop I'm trying this on, I'll have to wait until I'm home and give it a go on my desktop pc.
edit2: on second thought, it shouldn't be the graphics card...rendermonkey works fine...
edit3: sure enough, it was
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jchmack
- Goblin
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jchmack
- Goblin
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- Joined: Tue Feb 28, 2006 12:30 pm
After a few days of emailing people I got in contact with guilderstien:
http://files.filefront.com/My+shaderszi ... einfo.html
edit: Does anyone know where i can find a mesh with ambient occlusion textures to test with?
I rehosted like he asked. Hope someone else finds this useful:Hello,
sorry but this stuff is a bit old, and I cant offer any help regarding the code. Its xmas though, so I'm mailing you all I've found on my hd
It would be kind if you could host or share it for others if you wish.
...
Have fun,
guilderstein
http://files.filefront.com/My+shaderszi ... einfo.html
edit: Does anyone know where i can find a mesh with ambient occlusion textures to test with?
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buckED
- Greenskin
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rogerdv
- Gnome
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Re: Monster v2.0
Is there any updated version available? All the links are down and the version in the wiki doesnt works well (or Im no tusing it correctly).
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AWM Mars
- Halfling
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Re: Monster v2.0
If you need this file hosted permanetly, please PM me and we can arrange for that on one of my servers. I have one with 5tb HD space and around 15tb bandwidth available.
Politeness is priceless when recieved, cost nothing to own or give, yet some cannot afford.
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sinbad
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Re: Monster v2.0
Really if this is updated by someone it should go in the wiki.
http://www.ogre3d.org/tikiwiki/The+Monster
http://www.ogre3d.org/tikiwiki/The+Monster
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AWM Mars
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Re: Monster v2.0
I agree, but the links are dead on the wiki, and here on the forums including this other thread http://www.ogre3d.org/forums/viewtopic. ... 4&start=75 Sometimes people simply don't have the resources to upkeep files, so that's why I offered, it seems a worthy project.
Politeness is priceless when recieved, cost nothing to own or give, yet some cannot afford.
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jacmoe
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Re: Monster v2.0
AWM Mars: What Sinbad's saying is that the code should go on the wiki. 
If you haven't noticed, I'd like to inform you that you can attach files there.
That's so much better than loosing files all over the place.
If you want to keep it: put it on the wiki.
And it's not going to become lost.
I think this happened three or four times to Monster already...
If you haven't noticed, I'd like to inform you that you can attach files there.
That's so much better than loosing files all over the place.
If you want to keep it: put it on the wiki.
And it's not going to become lost.
I think this happened three or four times to Monster already...
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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OgreAddons - the Ogre code suppository.
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AWM Mars
- Halfling
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Re: Monster v2.0
And this is my point, it was apparently on the wiki but the links are broken... soo... Perhaps you know of a place where this can be downloaded? Certainly I'm not alone in not finding a link/post where I can.jacmoe wrote:AWM Mars: What Sinbad's saying is that the code should go on the wiki.
If you haven't noticed, I'd like to inform you that you can attach files there.
That's so much better than loosing files all over the place.
If you want to keep it: put it on the wiki.
And it's not going to become lost.
I think this happened three or four times to Monster already...
Politeness is priceless when recieved, cost nothing to own or give, yet some cannot afford.
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jacmoe
- OGRE Retired Moderator

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Re: Monster v2.0
Look:
You can ATTACH files in the new wiki.
If you ATTACH, it will not get lost in the future.
You can ATTACH files in the new wiki.
If you ATTACH, it will not get lost in the future.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

