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Re: terrain multitexturing shader
[Re: Steempipe]
#17386
04/30/04 18:09
04/30/04 18:09
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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Hi Eric,
Thanks for the reply. The reason it refers to texSkin instead of Entskin is because the screenshot was taken after I had grabbed Ventilators original code and insured that I was having the same problem with the original code. However, I get the exact same error using your shader_terrain.wdl. IOW, It's not your code that's broken, it's my environment somehow. I was just hoping that someone could tell me why the compiler was choking on the effect string. At least, that's what it looks like to me. ;-)
I am running the Commercial version 6.11.4 and should have no trouble with this. I have the action attached to the hmp and the compiler appears to be choking on a syntax error. But the code I am using is the code from your demo (or in this case Ventilators), copied into my working directory unmodified.
Any suggestions anyone?
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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Re: terrain multitexturing shader
[Re: Turotulco]
#17387
05/01/04 03:16
05/01/04 03:16
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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Ah. Nevermind. The problem seems to be my version of A6, 6.11 is not gonna do it. I need 6.20. Unfortunately, my upgrade to A6 did not include a new client# and password, and I am dealing with slow turnaround on messages to the sales department. ;-)
Oh look! Another weekend. <VBG>
After I can manage my upgrade I am really looking forward to playing with this. Very neat stuff.
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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Re: terrain multitexturing shader
[Re: Turotulco]
#17388
05/01/04 03:48
05/01/04 03:48
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Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
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Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
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Check and see if your password.txt file changed. When I upgraded from comm to pro, I thought I didnt get a new one was well, but low and behold, my passowrd.txt file was updated with the new one.
Never argue with an idiot. They drag you down to their level then beat you with experience
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Re: terrain multitexturing shader
[Re: qwerty823]
#17389
05/01/04 13:25
05/01/04 13:25
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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Qwerty! You're the Man!
Thanks many times over. Downloading as we speak.
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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Re: terrain multitexturing shader
[Re: Steempipe]
#17390
05/01/04 18:52
05/01/04 18:52
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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OK. I'm up to 6.22 on the engine and now everyting compiles and runs. The script seems to be working because the tga map <four.tga> is getting applied to my terrain and the textures tiling can be affected by the skills in the action.
I'm basically having two problems at this point, mainly due to my ignorance. The first is LOD. When I examine the demo steempipe provides in MED I see three skins. Yet when I extract them, each skin turns into 4 bmps. One 256x256 gray, and three others at 128, 64 and 32, each a smaller LOD. 12 bmps for 3 skins. Can someone point me towards an explanation of creating this in MED? I'm suspecting that will answer my second question which is...
Alpha Channel. I'm using PSP7 and it doesn't seem to give me a lot of control over alpha channels. IOW, I can't seem to discover any way of manipulating the a channel or the b channel.
Thanks for all the help in getting this far, this is looking like one heck of a lot of fun.
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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Re: terrain multitexturing shader
[Re: Steempipe]
#17392
05/01/04 20:51
05/01/04 20:51
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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Thanks! Yes, now my own terrain is set up pretty much like your example, skinwise, and it's a much smoother display now. I've used mipmaps and secondary skins to add texture to the terrains before. I didn't realize that simply adding mipmaps would create the LOD textures for a skin in MED. That's very nice.
The PSP is still giving me a little trouble, though I found I can splt the RGB channels into three parts and paint on each one, then merge them back together. But I only seem to be affecting the blue channel. I'm monkeying around with setting the palette transparency now and I think that should give me the alpha channel.
This is very cool.
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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Re: terrain multitexturing shader
[Re: PHeMoX]
#17394
05/01/04 23:37
05/01/04 23:37
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Joined: Dec 2003
Posts: 139 Norway
Turotulco
Member
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Member
Joined: Dec 2003
Posts: 139
Norway
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I saw that too in the Demo. If you edit the four.tga you'll see it is the blend map for the cracked earth. In the places you noticed a sharp transition on the terrain, you'll see that the edges are very sharp on the blend map. I just did a Gausian blur in PSP, saved it, and the harsh edges went away.
b. rgds.
T
"That which does not kill us, makes us stranger.
Are you sure you don't you mean stronger?
Yes. Quite sure."
~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
A6 Commercial Ver 6.5
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