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Rating: 5
detail_size replacing #29931
07/06/04 05:35
07/06/04 05:35
Joined: Oct 2003
Posts: 101
Dortmund, Germany
Lutz_Tewes Offline OP
Member
Lutz_Tewes  Offline OP
Member

Joined: Oct 2003
Posts: 101
Dortmund, Germany
So Iīve read detail_size is not longer in the manual cause we should use material instead. OK.
For two days I tried different shaders, played around with them and mixed them.
I got a bump-map on my mapentities what was very funny cause crowdy.
And I read more and more and I learned a lot.
I went to microsofts hp and downloaded the directX 9 sdk.
Very very interesting stuff.
But I am not such a good programmer, and I would like to use only a material
replacing that "detail_size", that works on 3D-graphic-carts without the
possibility of vertex or pixelshaders.

So, what can I do?
Do I really have to learn all that stuff?
Or is here anyone so kind and writes a material-effect replacing just
the old detail_size and nothing more?

With a lot of thanks before
Lutz


I am still a Newbie since A4 ! www.Lutz-Tewes.de
Re: detail_size replacing [Re: Lutz_Tewes] #29932
07/06/04 12:55
07/06/04 12:55
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
Developer

Joined: Aug 2003
Posts: 828
There is an aum about using materials. I'm might find it if I'm feeling up to it, but it's late right now so maybe later.


Keep It Simple, Make It Fun
Re: detail_size replacing [Re: agreenknight] #29933
07/06/04 13:05
07/06/04 13:05
Joined: Nov 2003
Posts: 677
There
Julius Offline
Developer
Julius  Offline
Developer

Joined: Nov 2003
Posts: 677
There
Materials, yes. Shaders, no. There isn't an AUM for your situation, and I'm in the same one. I'd really like a shader for detail maps. Thankfully, Steempipe is working on a tutorial which uses terrain multitexturing, which could help you learn to make detail maps with shaders.

Julian


flabadabadab.
Re: detail_size replacing [Re: Julius] #29934
07/06/04 22:49
07/06/04 22:49
Joined: Aug 2003
Posts: 828
agreenknight Offline
Developer
agreenknight  Offline
Developer

Joined: Aug 2003
Posts: 828

Last edited by agreenknight; 07/06/04 22:56.

Keep It Simple, Make It Fun
Anybody out there? [Re: agreenknight] #29935
07/07/04 08:09
07/07/04 08:09
Joined: Oct 2003
Posts: 101
Dortmund, Germany
Lutz_Tewes Offline OP
Member
Lutz_Tewes  Offline OP
Member

Joined: Oct 2003
Posts: 101
Dortmund, Germany
Iīve read threw the whole forum,
threw wiki,
threw directx9 sdk help,
threw nvidias developer site,
threw atis developer site,
threw the manual of gamestudio,
threw all aums,
I made several downloads with a few hundred mb,
but I found no solution.

So I told my problem here, at the place of the experts.
I donīt want to describe the problem in every part of the forum again.

It is not a question about 200 textures on a terrain,
itīs only a question of one stupid detailmap on a terrain,
like it was possible before (and, I know, is still possible)
with detail_size.

Hello, experts?! Anybody out there?


I am still a Newbie since A4 ! www.Lutz-Tewes.de
Re: Anybody out there? [Re: Lutz_Tewes] #29936
07/07/04 08:31
07/07/04 08:31
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Code:
material mtl_terrain_detail_map

{
effect=
"
texture entSkin1;
texture entSkin2;

technique terrain_detail_map
{
pass p0
{
Texture[0]=<entSkin1>;
Texture[1]=<entSkin2>;

ColorArg1[0]=Texture;
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;
TexCoordIndex[0]=0;
TextureTransformFlags[0]=Count2;
TextureTransform[0]={1.0,0.0,0.0,0.0, // color map u scale
0.0,1.0,0.0,0.0, // color map v scale
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0};

ColorArg1[1]=Texture;
ColorOp[1]=AddSigned;
ColorArg2[1]=Current;
TexCoordIndex[1]=0;
TextureTransformFlags[1]=Count2;
TextureTransform[1]={8.0,0.0,0.0,0.0, // detail map u scale
0.0,8.0,0.0,0.0, // detail map v scale
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0};
}
}
";
}


(not tested but it should be possible to achieve the same results as with the old terrain detail mapping with it!)

Re: Anybody out there? [Re: ventilator] #29937
07/07/04 08:47
07/07/04 08:47
Joined: Oct 2003
Posts: 101
Dortmund, Germany
Lutz_Tewes Offline OP
Member
Lutz_Tewes  Offline OP
Member

Joined: Oct 2003
Posts: 101
Dortmund, Germany
Stay online, Iīll try it out!


I am still a Newbie since A4 ! www.Lutz-Tewes.de
Re: Anybody out there? [Re: ventilator] #29938
07/07/04 08:51
07/07/04 08:51
Joined: Oct 2003
Posts: 101
Dortmund, Germany
Lutz_Tewes Offline OP
Member
Lutz_Tewes  Offline OP
Member

Joined: Oct 2003
Posts: 101
Dortmund, Germany
I just tried it:
it doesnīt crash.

But the effect is only a lighter first texture on the terrain
as I can see up to now.

But thanks for your try anyway.

Lutz


I am still a Newbie since A4 ! www.Lutz-Tewes.de
Re: Anybody out there? [Re: Lutz_Tewes] #29939
07/07/04 18:04
07/07/04 18:04
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
You could go here:
web page

Register for the forums, then under Resources there is some code.

I had to change this in the Sample.wdl, tho:
path "C:\\Program Files\\GStudioBeta\\template";
to
path "C:\\Program Files\\GStudio6\\template";


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