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Re: terrain multitexturing shader [Re: Darkstorm] #17335
01/27/04 14:40
01/27/04 14:40
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Darkstorm Offline
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Another question, could this be modified to use a third texture?

Re: terrain multitexturing shader [Re: Darkstorm] #17336
01/27/04 14:51
01/27/04 14:51
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ventilator Offline OP
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yes, a third texture would be possible! the limit is how many texture stages the hardware supports in one pass and most current cards support 4. for more textures you would have to do multipass rendering which is slow because it's like rendering the terrain several times...

the terrain gets lit from the sun direction!

to reduce your problems with the gouraud shading artifacts, try to adjust the sun vector and maybe instead of <veclight> try to use arbitrary ambient values like vertexShaderConstant[19]=(0.5f,0.5f,0.5f,0.0f);. <veclight> is the brightness of the shadowmap below the entity and actually it doesn't make much sense to use that for terrains.

but i don't know where the seams from the stitching come from. i never stitch terrains. i think once quadtrees are implemented, terrain stitching won't be necessary anymore for improving performance...

Re: terrain multitexturing shader [Re: ventilator] #17337
01/27/04 15:16
01/27/04 15:16
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Darkstorm Offline
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Maybe I'm missing something here but, if the terrain gets lit from the sun direction why does changing it seem to have no effect on the terrain? Now I know absolutely nothing about shaders but it seems that something has set a light direction independant from that of what I set in WED or script. Am I just losing what marbles that I have left?

Re: terrain multitexturing shader [Re: Darkstorm] #17338
01/27/04 15:24
01/27/04 15:24
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ventilator Offline OP
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i don't know which version of the shader you are using (this thread got a bit messy!). but adjusting the sun_angle works for me.

you could try something like:

sun_angle.tilt=30;
while(1)
{
sun_angle.pan+=5*time;
wait(1);
}

to find out if it has an effect...

Re: terrain multitexturing shader [Re: ventilator] #17339
01/27/04 15:59
01/27/04 15:59
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Darkstorm Offline
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Okay its official... I'm an idiot . I think Conitec might want to seriously considering putting my title back to newbie. Anyway, without embarrassing myself too much, I rectified the sun problem and now all is well. Thanks for being so patient Ventilator.

Now to figure out how to add a third texture to the mix (oh boy).

Re: terrain multitexturing shader [Re: slacker] #17340
01/27/04 16:25
01/27/04 16:25
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ventilator Offline OP
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Quote:


(what exactly is a detail map, is it overlayed on your tiled mipmap?}





detail maps get used to add details like cracks which are visible when the camera is close (this avoids that the textures just look blurry when the camera is close). detail maps have a very fine resolution (high tiling) and get overlayed over the other textures. but it's difficult to create a good looking detail map...

Quote:


Is it possible to have a map as a lightmap to do shadows (not tiled)??





yes!

Re: terrain multitexturing shader [Re: ventilator] #17341
01/29/04 07:04
01/29/04 07:04
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Got this working and it is cool - I had some issues building the model correctly - here is how I got it going. Import the bmp into med to creat a HMP terrain- import a tileable texture (say 256x256), add skin, import second tileable texture, add skin, import larger TGA (512x,or...)with an alpha channel, do not adapt skin points. Watch your skin numbers, adding a skin does not take you to that skin.

should you add mimaps for the tileable skins??

here is a screen shot



added some trees and a skycube. What would make this alot better is shadows on the ground. It seems like using a luminance map or multiplying blend mode image with the non-alpha part of the tga image with alpha is a natural place to start any help would be greatly appreciated!

Thx for the awesome shader!



Re: terrain multitexturing shader [Re: ventilator] #17342
01/30/04 00:14
01/30/04 00:14
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Darkstorm Offline
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Quote:

yes, a third texture would be possible! the limit is how many texture stages the hardware supports in one pass and most current cards support 4. for more textures you would have to do multipass rendering which is slow because it's like rendering the terrain several times...




Its me bothering Ventilator again . So, care to enlighten me about adding a third texture? I don't even know eher to start. I wanted to test it out to see how it worked.

Re: terrain multitexturing shader [Re: Darkstorm] #17343
01/30/04 00:22
01/30/04 00:22
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ventilator Offline OP
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it depends on what the third texture should be. adding a detailmap on one of the tiled textures or on the whole terrain is easy and i think it's described in this thread although it will be hard to filter out this information!

if you want to have a third tiled texture which behaves like the other two tiled textures, a way to control where it should appear is necessary. i think one of the color channels of the "macro map" could be used for that but i would have to check wolfgang engels shader fundamentals again to see how that works.

Re: terrain multitexturing shader [Re: ventilator] #17344
01/30/04 00:25
01/30/04 00:25
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Darkstorm Offline
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Hey. I was wanting to add a third tiled texture to the mix. About the topic clutter, I guess I should have stared a new thread for all of ramblings... sorry about that .

Quote:

but i would have to check wolfgang engels shader fundamentals again to see how that works.




Is that a push? Are you trying to get me to learn? How dare you!



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