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[OTClient Showoff] Show off your OTClient project/module/UI and other

Will you share with your shaders?

Code for shaders, at creature.cpp
C++:
internalDrawOutfit

C++:
    if (g_graphics.getPainterEngine() == g_graphics.Painter_OpenGL2)
    {
        if (m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders()) {
            m_shader->bind();
            m_shader->setUniformValue(ShaderManager::OUTFIT_ID_UNIFORM, 0);
            g_painter->setShaderProgram(m_shader);
        }
    }
 
Will you share with your shaders?

Code for shaders, at creature.cpp
C++:
internalDrawOutfit

C++:
    if (g_graphics.getPainterEngine() == g_graphics.Painter_OpenGL2)
    {
        if (m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders()) {
            m_shader->bind();
            m_shader->setUniformValue(ShaderManager::OUTFIT_ID_UNIFORM, 0);
            g_painter->setShaderProgram(m_shader);
        }
    }
Could you elaborate? how to use specific effect?
 
Creature.h
C++:
    void setShader(const PainterShaderProgramPtr& shader, float fadein, float fadeout);

PainterShaderProgramPtr m_shader;

creature.cpp
C++:
#include "shadermanager.h"

m_shader = g_shaders.getDefaultItemShader();

void Creature::setShader(const PainterShaderProgramPtr& shader, float fadein, float fadeout)
{
    if (m_shader == shader)
        return;

    m_shader = shader;
}

    if (g_graphics.getPainterEngine() == g_graphics.Painter_OpenGL2)
    {
        if (m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders()) {
            m_shader->bind();
            m_shader->setUniformValue(ShaderManager::OUTFIT_ID_UNIFORM, 0);
            g_painter->setShaderProgram(m_shader);
        }
    }

luafunctions.cpp
C++:
    g_lua.bindClassMemberFunction<Creature>("setShader", &Creature::setShader);

How to use, probably you've game_shaders in your mods/modules folder, so you've some default shaders right now to use.
You can use that functions on two ways, in .lua or .cpp.

Cpp way, protocolgameparse.cpp above
C++:
g_map.addCreature(creature);
Add
Code:
creature->setShader(g_shaders.getShader("Radial Blur"), 0, 0);

LUA way, create UICreature/Creature widget and call this function:
LUA:
reature:setShader(g_shaders.getShader('Radial Blur'), 0, 0)
 
Hi people, this our custom client for ADream OT.
I've been working during last year improving OTClient (from Edubart) for Alessya's Dream OT. This video shows some of the key features.
Indoor / outdoor shadowing, cloud shadows, light effects like realistic night, pro sounds fx, atmosphere sounds and original sound tracks, hunt analyzer, etc.
 
Hi people, this our custom client for ADream OT.
I've been working during last year improving OTClient (from Edubart) for Alessya's Dream OT. This video shows some of the key features.
Indoor / outdoor shadowing, cloud shadows, light effects like realistic night, pro sounds fx, atmosphere sounds and original sound tracks, hunt analyzer, etc.
Ugh, Tibia with sounds. These shadows are not really looking good, mostly because shadowing (dark colors) on sprites is inconsistent. Poor choice of font in windows like skills, stats etc.
 
Hi people, this our custom client for ADream OT.
I've been working during last year improving OTClient (from Edubart) for Alessya's Dream OT. This video shows some of the key features.
Indoor / outdoor shadowing, cloud shadows, light effects like realistic night, pro sounds fx, atmosphere sounds and original sound tracks, hunt analyzer, etc.
This is looking really good, congratulations mate.
I just think the font looks a bit odd on the skill panel.
 
Hi people, this our custom client for ADream OT.
I've been working during last year improving OTClient (from Edubart) for Alessya's Dream OT. This video shows some of the key features.
Indoor / outdoor shadowing, cloud shadows, light effects like realistic night, pro sounds fx, atmosphere sounds and original sound tracks, hunt analyzer, etc.

Looks great.
 
Attack animation in OTC (work in progress):
4anQUGT.gif
could u say how to do that?
 
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