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Re: @Steempipe (urgent) [Re: Steempipe] #25176
01/15/05 00:06
01/15/05 00:06
Joined: Dec 2004
Posts: 11
G
Galiot Offline
Newbie
Galiot  Offline
Newbie
G

Joined: Dec 2004
Posts: 11
Hello,

Currently I'm using the script found on Steempipe's webpage(http://steempipe.technicalfoundry.com/terrain/terraintexffp_4-7-04.zip) and I've got the terrain up and looking pretty well, although I am having some problems when I try to Publish the project. Here is a screenshot of the error message.



Not having any luck figuring out what is causing this error, any help would be appreciated. The game runs fine if I run it from the WED.

Re: @Steempipe (urgent) [Re: Galiot] #25177
01/15/05 00:15
01/15/05 00:15
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
try putting the fx into a separate fx-file. this things happen when to much shadercode is inside the wdl/material

Re: @Steempipe (urgent) [Re: ello] #25178
01/15/05 01:42
01/15/05 01:42
Joined: Dec 2004
Posts: 11
G
Galiot Offline
Newbie
Galiot  Offline
Newbie
G

Joined: Dec 2004
Posts: 11
Quote:

try putting the fx into a separate fx-file. this things happen when to much shadercode is inside the wdl/material




I'm not sure exactly what you mean by this, if you could explain in more detail it would be very helpful.

Thanks for the input.

Re: @Steempipe (urgent) [Re: Galiot] #25179
01/15/05 01:52
01/15/05 01:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
What he means is, that you should copy your code into a new file and save it as (for example) shader.fx ...

Code:
 ///////////////////////////////////////////////////////////

// FFP Terrain MultiTexturing Effect
//
// By: Eric A. Hendrickson-Lambert (Steempipe)
//
// Rev. 04.05.04.1
//
// Description:
// Using 2 tileable textures and an alphamap for blending.
// This code uses (2) passes because more than 2 stages would be needed
// for 1 pass. The First Fallback Technique is just a 2 stage 1 pass but
// has the transformation. The second fallback has no transformation.
//
//////////////////////////////////////////////////////////


// A tileable texture
//bmap grass = <tilegrass.bmp>;


//RGB Channels are blank
//The A channel has the blending weight (pattern)
bmap blendmap = <blendme.tga>;

// A tileable texture
//bmap sand = <tilesand.bmp>;


function mtl_terraintex_init()
{


//bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);
//bmap_to_mipmap(mtl.skin3);

//
// Adjust the texture transform to do some tiling of the textures
//
mtl.matrix11 = float(18); // default u scale
mtl.matrix22 = float(18); // default v scale

}



material mat_terraintex
{
//skin1 = grass;
Skin2 = blendmap;
//skin3 = sand;

// define a material effect string

event = mtl_terraintex_init;

effect =
"

matrix matMtl;


texture entSkin1; // Grass
texture mtlSkin2; // Alpha Blending Map
texture entSkin2; // sand
texture entSkin3; // detailmap
texture entSkin4; // Basic Skin



// default technique


technique ffp_terrain_tex
{
pass P0
{

alphablendenable=false;

//
// Stage 0
//
Texture[0] = <entSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;



TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;
texcoordindex[0]=0;

ColorArg1[0] = Texture;
ColorOp[0] = selectarg1;

alphaop[0]=disable;

//
//stage 1
//
colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
{

// We need to enable alphablending

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

//
// Stage 0
//
Texture[0] = <mtlSkin2>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

//
// We don't want the alphamap to tile
//
TextureTransformFlags[0] = disable;

texcoordindex[0]=1;

ColorArg1[0] = current;
ColorOp[0] = selectarg1;
alphaarg1[0] = texture | alphareplicate;
alphaop[0]=selectarg1;

//
// Stage 1
//
Texture[1] = <entSkin2>;//sand

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=0;

ColorArg1[1] = texture;
ColorOp[1] = modulate;
alphaarg1[1] = current | alphareplicate;
alphaop[1]=disable;

//
// Stage 2
//
colorop[2]=disable;
alphaop[2]=disable;


}



}


technique firstfallback
{
pass P0
{
//
// Stage 0
//
Texture[0] = <entSkin4>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

texcoordindex[1]=0;

ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
ColorOp[0] = Modulate;
//
// Stage 1
//
Texture[1] = <entSkin3>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=1;

ColorArg1[1] = texture;
ColorArg2[1] = Current;
ColorOp[1] = addsigned;


}
}



technique secondfallback
{
pass P0
{
//
// Stage 0
//
Texture[0] = <entSkin4>;

ColorArg1[0] = Texture;
//ColorArg2[0] = Diffuse;
ColorOp[0] = selectarg1;

//
// Stage 1
//
Texture[1] = <entSkin4>;

ColorArg1[1] = texture;
ColorArg2[1] = Current;
ColorOp[1] = modulate;

}
}


"; // end of the effect string

}



action ffp_TerrainTex
{
my.material = mat_terraintex;
}



Is this the code you are using?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: @Steempipe (urgent) [Re: PHeMoX] #25180
01/15/05 17:55
01/15/05 17:55
Joined: Dec 2002
Posts: 1,866
B
b_102373 Offline
Senior Developer
b_102373  Offline
Senior Developer
B

Joined: Dec 2002
Posts: 1,866
My Geforce 5x 5200 doesnt work. I get my water as a black texture.

Re: @Steempipe (urgent) [Re: Steempipe] #25181
01/15/05 23:53
01/15/05 23:53
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Do you know why the Camera transparency doesn't work with the FFP Terrain?


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: @Steempipe (urgent) [Re: ShoreVietam] #25182
01/16/05 01:43
01/16/05 01:43
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
My father's Geforce 5200 can't display this shader either.. This is because for the watershader it's pixelshader or vertexshader 2.0 when I'm not mistaken, which isn't supported by this graphics card....


Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: @Steempipe (urgent) [Re: PHeMoX] #25183
01/16/05 04:39
01/16/05 04:39
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I don't know if this was some kind of answer to my question...

What I ment is, that you have no blur effect on the FFP Terrain when you set CAMERA.TRANSPARENT = ON;


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: @Steempipe (urgent) [Re: ShoreVietam] #25184
01/16/05 19:03
01/16/05 19:03
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Ok I got it now!

Set

AlphaBlendEnable = True;
AlphaTestEnable = True;

at the beginning of every pass to make camera transparency repossible.
The terrain is a bit dominant, but better than nothing!


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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