Game Development Community

TSE Question (very important!)

by Tom · in General Discussion · 02/15/2006 (3:43 pm) · 1 replies

Alright, i bought the TGE and created some games for fun, everything is awesom!

now im about to buy a new computer (pentium d dual core 3.2 ghz each core, with 4 gb ram, bfg nvidia geforce 7800 gtx OC 512mb version!!!) it uses pixel shader 3.0 which is great.

my question is:

*what level of pixel shaders does tse use right now(1.4???2.8???anything other version???)

*if i make a game in tse, will it run even on a computer that has a grafic card that doesn't support pixel shaders (maybe it ignores then the pixel shaders and acts as a tge???)

*how are the shaders created??? is it a special material like the alpha map and then tse calculates where what goes based on a second material??? (like material 1 = texture, material 2 = shader locations ont he texture map??), also, do i need to know anything special since i use blender to create the dts shapes??

#1
02/15/2006 (4:07 pm)
* The pixel shaders in TSE are mostly 1.1 with a few 2.0 shaders (that have 1.1 fallbacks).

* No...TSE in its current state requires that you have a card that supports vertex and pixel shaders. The engine is structured to allow you to write the fallbacks for non-shader cards pretty easily (it would take time but it wouldn't be hard).

* The shaders are text files that you can create in any text editor or in a shader editor like RenderMonkey. You can create shaders dynamically by unitilizing TSE's Material system (also text based). You don't need to do anything differently in exporting your models (exact same as TGE). Then you bind the shaders or materials to the model by using the texture names.