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Re: terrain multitexturing shader
[Re: msKEN]
#17375
04/04/04 03:11
04/04/04 03:11
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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Okay... here is a link to download a small test level I made.
termultitex.cd.zip (approx. 2.26 MB)
You'll find the shader_terrain.wdl file that is for ps1.1 and copied from ventilators shader.
The HMP has 3 skins, these are the organic textures.
-Grass
-sand
-cracked earth
The top of the hills will be all grass. Shading into dirt as elevation decreases and then a couple of patches of cracked ground here and there.
The mtlSkin is the blending map with info in the A channel and B channel.
The A channel is blending the grass and sand.
The B channel is blending the cracked ground.
Include the <shader_terrain.wdl> file in your main WDL file.
Assignt the behavior (the action name in the <shader_terrain.wdl>) Shader_Terrain to your model/Hmp and go nuts.
Good luck.
Eric
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Re: terrain multitexturing shader
[Re: makai]
#17376
04/04/04 10:25
04/04/04 10:25
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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Posts: 1,097
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Quote:
thanks for your reply, i tried it like you explained it in the linked thread, but it still doesn't work. i have to paint in the red,blue,green,alpha channels of my last tga skin, to set the blending thing, right ? do you have a terrain file with your skins and alpha ? this would really help, you'll get 5 stars!
Yes. You have to paint in the RGB (you'll be using the b channel) and the A channels. Take a look at the test level I posted here and examine the TGA thing.
Eric
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Re: terrain multitexturing shader
[Re: makai]
#17378
04/04/04 19:57
04/04/04 19:57
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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I took a look at nvidia site and from what I can see, the GO will not do shaders. web page I may have missed something in the specs, but you may be out of luck. Eric
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Re: terrain multitexturing shader
[Re: Migueljb01]
#17383
04/06/04 17:50
04/06/04 17:50
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
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tile scale in the demo you downloaded is controlled by these: vertexShaderConstant[64]=<vecSkill41>; //(u_scale1, v_scale1, u_scale2, v_scale2) vertexShaderConstant[65]=(20.0f,15.0f,0.0f,0.0f); // !NEW! -> (u_scale3, v_scale3, 0, 0)
The <vecSkill41> part is set in your Action.
Since I cannot see your screenshot, I am just gonna shoot some ideas: -Add mipmaps to all your entSkins or if you use mtlSkins add mipmaps in the starter function.
-Change this in the WDL file:
magFilter[3]=point; minFilter[3]=point; mipFilter[3]=point;
to >>>>>>>>>>>>>>>>>
magFilter[3]=linear; minFilter[3]=linear; mipFilter[3]=linear;
Good luck!
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