They look great Duimon but i’m not sure about de raindrops on them, lol, without them and giving the console graphics a little more transparency so the glass effect can be subtle but aprecciated at the same time i think it will look awesome in that way, btw sorry for my awful english
Is it possible that in the last pic you send the screen bezel could be like the last image i uploaded? like a top layer, i wish the reflection could be aplied to the screen bezel too, but i know its not possible
It’s not possible “yet”.
Ambient reflections are on the shader roadmap. (Read HSMs release notes.) Although they are meant for things like cabinets and control panels, some magic might be possible for other things also. That’s the real beauty of the RA shader system and parameters, you can play with them.
Keep in mind that I’m not implying that this will happen soon, or ever, but all things are possible.
I will try some things with a bezel Top Image. If I like it, who knows, maybe I’ll throw some up in my “misc” repo.
I’d love to see what you come up with, thanks a lot!
Here’s a new WIP guys…
The Nintendo Pokemon Mini Handheld!
When I first started this I was planning on doing it opaque not translucent. @HyperspaceMadness suggested I give translucent a try. (There are a LOT of pieces to this puzzle. )
I’m pretty satisfied with the graphic, I’m just trying to figure out how I am going to display it. This is my third, (Or fourth. ) idea.
I am using the bleeding edge version of the shader to put the background over the bezel, (Like an overlay) and have the bezel set up a lot like the glass preset, with reflections turned down a bit.
I am using the DrVenom shader with scanlines and slot masks turned off, have the CRT screen set in add blending mode, and a green backdrop showing through. This allows me to get a different color of green since the palette is built-in on the pokemon mini core.
Here’s a night version using a custom Gel Layer image to give the screen a back-lit appearance.
This is fun!!
Oooh I like the glow feeling!
I did some digging into the core settings for this and found that there are multiple palette options available, including a Black & White, and LED backlit options. (Which, frankly, look the same to me.)
Either way, I am going to play with it a bit more.
Hi Digitech; i was watching your post and wondering if there are a psd template for this mame arcade bezel… tks
Thank you for your kind words!
To be honest, it was tried during the WIP stage and shot down
The end result was a product of a lot of trial, error, and feedback.
Welcome @oneshout!
This particular MAME bezel is still a WIP and hasn’t been released. I plan on spending some more time on it. When it is released the source will be included, although they are vector images so there will be a “*.AI
” not “*.PSD
”.
In the mean time there is alternative MAME artwork in my “Misc-Overlays-Borders-Bezels” repo under “Borders”
https://github.com/Duimon/Misc-Overlays-Borders-Bezels/tree/master/Borders
for the shader and “Overlays” for standard RA overlays. Source is also included in PSD form.
Keep in mind that most of the graphics on this page are intended for HSM’s shader and will require some learning on your part. If you’re inclined, do some reading in my GitHub and on this thread, and follow the link at the top to the shader feedback page for more info.
Have fun!
Tks a lot @Duimon for the fast answer. i follow your work since the start and its’ really amazing. I’m using most of your work with Launchbox + RA I can say now i’m a fan Thanks again for the time you spend in.
You mean the one i did for the TMNT arcade game?
That’s amazing work, Duimon! Looks authentic.
Thank you! (I think you’re referring to the Pokemon mini.)
In many ways the more obscure stuff is the most important to me, it brings this collection closer to completely inclusive, which is my goal.
Yes I was. Great work!
I am struggling with making pixels (actual output emulator picture) sharp for DrVenom version of the shaders. So far I have found these:
[Sharpness] Horizontal Sharpness and [Sharpness] Subtractive Sharpness
However, there seems to be something else.
Could you guys please hint me what if there are some other parameters to make pixels as sharp as possible?P.S. I use this as a starting point: hsm__MEGABEZEL__3__SIMPLE__GUEST-DrVENOM
This is a good question, guest-dr-venom is a shader which mimics a crt, so smoothing is an expected result.
One thing we could do is a sort of fake resolution upscaling, I’ll test this out soon, but what I think would work is to increase the [CORE RES SAMPLING] parameters to a high number, perhaps 4 or more.
Now you can play your favorite Playstation games on the 5" PSone LCD!
Still a WIP, I need to find some better sources. (The colors differ from one to the other. ) I am pretty happy with it though.
Also, there is a pesky LCD Grid bug that produces weird screen artifacts. (@HyperspaceMadness is adding it to his mile long TODO list. )
When the new shader is released, this one will be set up like a handheld and will be scalable.