Thanks for pointing me in the right direction ! Superb work/design as always ! Thank you very much Duimon!
OK then. The underlying components of the Arduboy are done.
It was quite a battle at times. I had to do surgery on the trace multiple times so it lined up with pins on the components.
I am sure I will have to do more as the shell takes form. (For the screw hole at least. But I am getting rather good at it. )
We now have 1899 closed paths and 428 clipping masks.
Time for the next layer of coolness.
Here is where I am at with the Arduboy.
I think it is in a good place. Here is a reminder shot for comparison.
There was way too much direct lighting on my source. For the shell and buttons I used this reference shot.
Here is a shot of the transparent shell layer.
A transparent shell is much easier than a translucent one.
(Not that this was in any way easy. )
For those who are interested, this now has 2015 closed paths and 448 clipping masks.<—
I’ll start exporting separate layers and see how it goes building a preset.
While I was doing a final OCD pass I noticed that the more solid parts of the shell cast a shadow.
Keeping in mind my front/top down standard lighting style… I added them.
A couple more clipping masks, and my customary 1px final Gaussian blur and here we go.
I’m hoping I can keep the trace and raw PCB as a single combined layer. The green and gold should be close enough on the color wheel that a hue adjustment will look good. If that is the case I can guarantee a decent amount of control for changing the colors in the shader. If that is not the case (And we need separate layers.) we may lose a bit of control over other layer colors.
Wow!
It is pretty easy, you have to download the shaders_slang.zip from https://buildbot.libretro.com/assets/frontend/ and extract it in /home/deck/.var/app/org.libretro.RetroArch/config/retroarch/shaders/shaders_slang/
And after that just follow the instructions here and on the Mega-Bezel thread.
For easier config, change your shader file directory in settings to this one instead of the default one.
OK. So the PCB and trace did not look good combined and Hue adjusted.
I am planning on releasing two versions. The first will just have the two layers. (Background and Device. And be the original kick starter gold.
After playing with the layers a bit (And not liking what I saw.) I went back into the source and made quite a few changes. I also created an alternate version of the combined PCB and trace that were the same gold. (The trace is a bit darker.)
From what I can see on the Interwebs the original green/gold was the only model that the trace was a different color.
So the default Alt version will look like this.
This uses all seven available image layers and can be fully color customized. Some opacity etc. will need to be used on the Top Layer (The shell.) with darker colors.
I will also be using the new second ambient lighting on this.
Of course it can be scaled.
I am using the default 2nd Ambient image, rotated, with some reduced X scale. It does not scale with the device so some tweaks need to be made to the ambient scale when you zoom in a LOT.
I also lowered the brightness and saturation of the 2nd ambient image in the last two shots.
I think this really shows off a lot of shader features. I am happy.
I will be working on this a bit more, until I am truly satisfied. I will post when it is in the repo.
I did a bit more work on the Arduboy (Changed the matte type again, added some increased device drop shadow, tweaked a few more things.)
I have some preset maintenance to do so I will add the Arduboy along with my next update.
It may take some time.
Hello guys,
Just to show you. The “star” is the game and I am satisfied with the result. Love this overlay for the 95 Edition. Of course the resolution is 1216x896 for this game like all the kof and all the Metal Slug.
I am going through all of my presets to update them to the newest version of the shader.
Along the way I found some very weird errors in my GB, GBC, and GBA [Bezel] ( Player) presets.
They have a custom bezel height & width and the GB and GBC have a custom frame X Scale. I don’t remember doing that, but maybe I had to counter some bug HSM fixed.
In any case there will be a pretty serious preset update when I am done investigating.
Another thing… I was investigating adding the BackgrountVertImage to my MAME and Arcade Potato presets and found that I wasn’t using it in the Vertical presets either, so they have been broken.
I will still leave the vertical presets in but everything will have both graphics set so will be automatic using the MAME core.
I will probably do the same to the FB-Neo presets to future proof them.
Actually you can now only supply the horizontal image and the vertical image will fall back to this, this is something I added in the last update.
So if the images aren’t different, then only supplying the horizontal will be better, because it will only have to load one image
That’s what I expected but it didn’t happen. I don’t know if the potato are using the wrong placeholder or otherwise why.
In any case the images are different so I will need to supply the parameters.
So the vertical is supposed to fall back to the horizontal image. If you don’t supply the horizontal image, and it tries to use the horizontal image you are still going to get a black background.
I might to put some more logic in there so if there’s only one image it would use it regardless of which one it is
I am only supplying the Horizontal image in both presets (I missed it when I created them.) It is not falling back to the Horizontal.
I am using the
HSM_ASPECT_RATIO_ORIENTATION
parameter in both (1.000000 in the Horizontal and 2.000000 in the Vertical.) so maybe that is causing it.
Nope. Still not working.
Arcade-[POTATO]-[GDV-MINI]-[Vertical].slangp
#reference ":/shaders/shaders_slang/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__5__POTATO__GDV-MINI.slangp"
//HSM_ASPECT_RATIO_ORIENTATION = "2.000000"
HSM_ASPECT_RATIO_MODE = "2.000000"
HSM_POTATO_SHOW_SCREEN_OVER_BG = "0.000000"
BackgroundImage = ":/shaders/Mega_Bezel_Community/Duimon-Mega-Bezel/Graphics/_Potato/Arcade/Arcade_Vertical.png"
Edit: SInce the Carbon Fiber image is showing can we assume it is defined in the base shader as BackgroundVertImage and not a 16x16 placeholder? Or is it falling back to the wrong Horizontal image? (The one defined in the base preset.)
Ok, I think it’s probably working properly, in the base POTATO presets both a horizontal and vertical image are supplied, because they have to be because the bezel & frame are baked in to the images.
So since the image is defined in the base preset, to the shader it’s the same as if it was supplied in your simple preset, so if you want it to be overridden then you will need to supply the BackgroundVertImage in your preset.
The presets which are not POTATO do not have the BackgroundVertImage supplied (they have the pass through image supplied). So these should fall back to the horizontal image.
The Duimon_Mega_Bezel repo and release are updated to v0.9.0.2
Changes:
- Added the Arduboy.
- Updated presets using “Empty Tube Space” to work with the newest shader release.
- Added Tube Black Edge Corner Radius Scale to the Apple IIe and IIgs Potato Monochrome presets.
- Replaced the red GBA SP graphic with a gray version and modified the presets to do the coloring.
- Updated the Game Boy, GBC, and GBA “Bezel” presets to use the new Gel Layer fake scanline method.
- Added BackgroundVertImage path to the MAME and Arcade Potato presets so they will auto rotate with supported cores.
- Modified the Potato FB-Neo vertical presets so they will work correctly with a properly configured core.
The link to the current release is in the first post. Installation/Update instructions are near the end of the second.
Hmm, I still don’t see it…
Doh, I missed the point about it being in the second post, and not the first. You may want to drop a link to the post at the end of your update