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dunyamisafirhane53
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    Avatar utilizator - dunyamisafirhane53
    dunyamisafirhane53
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    *Descriere:
    [FIX] martysama 5.9 dx9ex gpu skining Alpha - Mesaj 1 - Imagine 1


    STOP, TRAVELER!

    Stop, traveler! This soil you walk upon unknowingly

    Is where an era came to an end.

    Bend down and listen, this quiet mound

    Is where the heart of a nation beats.

    This lonely, silent, forsaken hill

    Is where all thoughts of heroes turned to blood.

    Drop by, press your ear to this silent mound,

    Because this flood is where a nation's freedom was won.

    Greetings from Türkiye


    All of this belongs to Gemini.



    fps


    convert



    https://www.mediafire.com/file/wfsnidt6 ... b.zip/file

    https://www.mediafire.com/file/zwo11pwb ... r.zip/file






    extra
    stb + directxtex

    https://www.mediafire.com/file/0y0xb4rr ... ib.7z/file

    https://www.mediafire.com/file/vrgu4ad1 ... se.7z/file

    https://www.mediafire.com/file/nvhy1bsp ... e.zip/file



    Here is the translation of your text into English:

    For those who want it to be identical to detailed CPU skinning—for example, regarding brightness:

    C++
    // Full skeleton-motion-sensitive normal normalization for the armor\n"
    " vSkinnedNorm = normalize(vSkinnedNorm);\n"
    " \n"
    " float4 vWorldPos = mul(float4(vSkinnedPos, 1.0f), c_matWorld);\n"
    " Out.vPos = mul(vWorldPos, c_matViewProj);\n"
    " \n"
    " float3 vWorldNorm = normalize(mul(vSkinnedNorm, (float3x3)c_matWorld));\n"
    " \n"
    " float fNdotL = dot(vWorldNorm, -c_vLightDir.xyz);\n"
    " fNdotL = max(fNdotL, 0.35f);\n"
    " \n"
    " Out.vDiff.rgb = saturate((c_vLightAmb.rgb * 2.0f) + (c_vLightDiff.rgb * fNdotL));\n"
    " Out.vDiff.a = 1.0f;\n"
    " \n"
    " Out.vTex0 = In.vTex0;\n"
    "
    You can increase or decrease values like 0.35 and 2.0f in the sections I showed.

    It took me a lot of effort to match that exact tone. You can do it too.

    C++
    // Reflection coordinate that allows reflections to naturally ripple as the armor moves\n"
    " float3 vViewNorm = normalize(mul(vWorldNorm, (float3x3)c_matView));\n"
    " Out.vTex1 = -2.0f * vViewNorm.z * vViewNorm.xy + 0.5f;\n"
    " \n"
    " Out.fFog = saturate((c_vFogParam.y - Out.vPos.w) * c_vFogParam.z);\n"
    " return Out;\n"
    In this section, there are metallic ripples on the armor during CPU skinning. This exists on the GPU as well, but I couldn't get it to look exactly like the CPU; you will need to adjust this using AI.

    For example, another code creates metallic ripples based on the camera, another based on breathing, and another based on the movement of the armor skeleton.

    However, there is excessive rippling in CPU skinning; I figure you can resolve this using this part here.


    Here is the translation of your text into English:

    Some people modify the entire source and do the skinning for effects on the CPU as well, but it might take a lot of effort.

    Good luck / Keep up the good work!

    *Poze / Video:


    *Link download / Code:
    https://www.mediafire.com/file/wfsnidt6 ... b.zip/file

    https://www.mediafire.com/file/zwo11pwb ... r.zip/file

    *Link scanare VirusTotal (obligatoriu):
    https://www.mediafire.com/file/0y0xb4rr ... ib.7z/file

    https://www.mediafire.com/file/vrgu4ad1 ... se.7z/file

    https://www.mediafire.com/file/nvhy1bsp ... e.zip/file

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