it is so great! i used your script on a skull and i made a screenshot from the level for the enviro. all i can say: WOW - this new features add sooo much to the engine
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I got some really dumb questions though, you are free to toss some shoes on me but please gimme an answer at the same time if you have them since i just cant get this shader/material stuff into my head - its a total mental-block!
In a previous thread (idiots...) i found out that my card (geforce2 mobile)shouldnīt be able to handle shaders. Is this not a shader?
If its not, What is it then (technically speaking)?
Can i do other stuff, like taking control of the gourad shading on terrains and such with the same type of techniques?
One of the reasons im all this stuff is cause i am aiming to get a fairly low hardware req. spec for my current game, and i dont want to force people getting new cards and such
BTW, you guys havent got any problems making screenshots? I cant do them unless i use the built in "f6" version. Is there any way to call the f6 function from a script?
Thanks a lot JCL. This is extremely enlightening and helpful. Once again my universe follows certain laws from wich i can derive the future and bring to the people.
Where might one find some suitable litterature on this subject, texture stage effect?
[OT warning] And: Isnīt "screenshot" supposed to be abandoned, and in which script is this function situated? [Ot: Over]
And again: Very Cool Script, this! Id like to thank Ventilator and Jelly for all the "pushing" and "sharing", it is much appreciated.
While this topic has been brought up, has anyone been able to get this to work with the 6.20 release of shaders? I'm at a loss. My model's skin01 is a 32bit alpha map, but its not showing for me, and all I have is one big enviorment mapped car. lol. Any help would be great!
Code:
bmap bmp_envcube2 = <skycube1+6.tga>;
// generate a matrix that transforms camera space back to world space function mtl_env_view() { mat_set(mtl.matrix,matViewInv); // reset the translation part of the matrix mtl.matrix41 = 0; mtl.matrix42 = 0; mtl.matrix43 = 0; }