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applying shader to just a specified group #51467
08/10/05 11:54
08/10/05 11:54
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
Hello all,

i have modelled a character with sunglasses. Now, i want to use the cubemap"shader"(FFE) for the reflection, and i know how to assign it to a whole model. But well, not the whole character reflects the environment, just the glasses. In the 3ds file/max file, the sunglasses are a single group, but not a separate model. (--> i do not want to use two models and attach em.)

How can i assign the FFE to just the one group? is there any script? is there any possibility to do it with alpha maps?

Re: applying shader to just a specified group [Re: broozar] #51468
08/10/05 12:01
08/10/05 12:01
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
Serious User
Lion_Ts  Offline
Serious User

Joined: Aug 2005
Posts: 1,185
Ukraine
It's hard to implement, i think. Split your model: character and glasses, use two materials and attach one model to another with few lines of code...

Re: applying shader to just a specified group [Re: Lion_Ts] #51469
08/10/05 12:17
08/10/05 12:17
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
it has to work somehow. this is really important for me, please anyone, help me...
Milkshape offers the opportunity to do it, but it won´t show up in MED.

Last edited by DaBro0zar; 08/10/05 12:18.
Re: applying shader to just a specified group [Re: broozar] #51470
08/10/05 19:03
08/10/05 19:03
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Easiest way to do this is with alpha, you should probably look into the multi-texturing shaders on more info on how to use the alpha and then apply the effect...

Cheers


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For more info visit: Innervision Software
Re: applying shader to just a specified group [Re: PHeMoX] #51471
08/11/05 01:34
08/11/05 01:34
Joined: Aug 2002
Posts: 44
Panama City, FL
S
Specterdragon Offline
Newbie
Specterdragon  Offline
Newbie
S

Joined: Aug 2002
Posts: 44
Panama City, FL
Agreed... Basicly it would function like a gloss map. Use full on (white) for the cube mapped parts and full off (black) for the non glossed parts and use that as a multiplier in the shader's specular calculation...

But, you originally wanted this to work with a FF shader right? hrmm... unfortunatly that's not in my scope... I'm still trying to figure out what FF's can do that I can't do with a basic (hand coded) shader.


Just thinking out loud, Specterdragon
Re: applying shader to just a specified group [Re: Specterdragon] #51472
08/11/05 11:20
08/11/05 11:20
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Just wait for the next update. It supports external textures, groups and multiple skins for models. This should solve your problem (by long-term).


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Re: applying shader to just a specified group [Re: mk_1] #51473
08/11/05 15:14
08/11/05 15:14
Joined: Jun 2005
Posts: 184
Austria
HIAS Offline
Member
HIAS  Offline
Member

Joined: Jun 2005
Posts: 184
Austria
Attach a model !

Re: applying shader to just a specified group [Re: broozar] #51474
08/11/05 23:27
08/11/05 23:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
alpha masked environment FFP

With the alphamap you deside about where the environment and where and how much of the skin shows up of the model.


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