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Re: terrain multitexturing shader [Re: Darkstorm] #17355
01/30/04 04:24
01/30/04 04:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
i think you could use ent_skins in the terrain action to find out the number of skins and then assign the proper material.

...
i am not sure but i think you should also add this to the shader:
MagFilter[2]=linear;
MinFilter[2]=linear;
MipFilter[2]=linear;
MagFilter[3]=linear; // !NEW!
MinFilter[3]=linear; // !NEW!
MipFilter[3]=linear; // !NEW!
point filtering seems to be the default for every stage above one. but probably this isn't very noticeable on the macro map...

...
Quote:

should you add mimaps for the tileable skins??


yes!

Re: terrain multitexturing shader [Re: ventilator] #17356
01/30/04 04:58
01/30/04 04:58
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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Posts: 2,006
USA
Everything seems to working as it should. Here is a quick test shot of it in action. This is actually a riverbed but I moved the water for the shot.



The sand is the third tileable texture. Looks pretty nice.

Re: terrain multitexturing shader [Re: Darkstorm] #17357
01/30/04 05:20
01/30/04 05:20
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Posts: 7,441
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ventilator  Offline OP
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it looks very nice! ...a good geforce3/4 compatible water shader would be a nice addition but i am still looking for one...

Re: terrain multitexturing shader [Re: ventilator] #17358
01/30/04 13:28
01/30/04 13:28
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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USA
Be sure and start a post whenever you find a good water shader. I am in desparate need. I have started reading the shader explanation from the link that you posted but I fear it will be some time before in can start pumping these out on my own . Kind of stinks not having a coder working on this project. Maybe I'll have to get one.

Re: terrain multitexturing shader [Re: Darkstorm] #17359
01/30/04 14:21
01/30/04 14:21
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline
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M3PHiSTOPH3L3S  Offline
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Posts: 151
Watseka, Illinois
Hello this is my first real shader I have implemented. It works great, but I think I'm doing something wrong with the alphachannel or just the image format. All my textures I use with it have discolored lines through them--besides that they look fine. I've tried using PSP and Photoshop--24 bit and 32 bit TGAs. Both formats have that distortion on the end. All 3 of my entSkins are 256x256. I have not modified the code at all. Has anyone ever ran into this?

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: terrain multitexturing shader [Re: M3PHiSTOPH3L3S] #17360
01/30/04 15:22
01/30/04 15:22
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline
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M3PHiSTOPH3L3S  Offline
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Joined: Oct 2003
Posts: 151
Watseka, Illinois
Ahh needs to be 16 bit...cant tell i dont work with models usually can ya?

Great work! looks nice.

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: terrain multitexturing shader [Re: M3PHiSTOPH3L3S] #17361
01/30/04 15:31
01/30/04 15:31
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
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Darkstorm  Offline
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Posts: 2,006
USA
I usually use BMP for the tileable skins and a 32bit TGA for the "blend" skin.

Re: terrain multitexturing shader [Re: Darkstorm] #17362
01/30/04 15:42
01/30/04 15:42
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
i use 24bit tgas for the tileable textures and a 32bit tga for the blend texture and it works fine! ...psp has a known tga bug so maybe this causes your problem?

Re: terrain multitexturing shader [Re: ventilator] #17363
02/07/04 20:22
02/07/04 20:22
Joined: Jul 2002
Posts: 156
Thüringen
SFMAT4 Offline
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SFMAT4  Offline
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Joined: Jul 2002
Posts: 156
Thüringen
Hi,

I have changed the Multytexturing Shader effekt. Tha 4th Skin is a TGA skin for static shadow effect.
But the shadow is to "hard". The terrain is very large and The 4th skin issn´t tiled. My Question: Is there a chance to smoot these effect?
Terrain
thx for help

MfG
SF


www.easyparticle.com Das Leben ist ein scheiß Spiel. Aber die Grafik ist verdammt Geil!
Re: terrain multitexturing shader [Re: SFMAT4] #17364
02/07/04 20:25
02/07/04 20:25
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
add this:

MagFilter[3]=linear;
MinFilter[3]=linear;
MipFilter[3]=linear;

all stages above 1 seem to use point sampling by default...

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