? only geting black and white ?

Posted By: wyldecatt

? only geting black and white ? - 12/06/03 11:17

There must be something im missing when trying to add any of the shader scripts in these past threads ive tryied several from the bump mapping to the terrain multitertexturing and every time i only get a black and white shaded mdl or terrain no color maps is there something simple im missing?

Thanks in advance Wyldecatt
Posted By: Matt_Aufderheide

Re: ? only geting black and white ? - 12/06/03 12:43

Post the code you are using currently...i cant tell what the problem is by your description
Posted By: wyldecatt

Re: ? only geting black and white ? - 12/06/03 12:52

Current code im using
material mat_terrain_multitexture
{
effect=
"
texture texSkin1;
texture texSkin2;
texture texSkin3;

matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

vector vecSunDir;
vector vecDiffuse;
vector vecAmbient;
vector vecLight;
vector vecFog;
vector vecSkill41;

technique multitexture
{
pass p0
{
Texture[0]=<texSkin1>;
Texture[1]=<texSkin2>;
Texture[2]=<texSkin3>;

MagFilter[2]=linear;
MinFilter[2]=linear;
MipFilter[2]=linear;

ZWriteEnable=true;

VertexShaderConstant[0]=<matWorldViewProj>;
VertexShaderConstant[4]=<matWorld>;
VertexShaderConstant[8]=<matWorldView>;

VertexShaderConstant[16]=<vecSunDir>;
VertexShaderConstant[17]=<vecDiffuse>;
VertexShaderConstant[18]=<vecAmbient>;
VertexShaderConstant[19]=<vecLight>;
VertexShaderConstant[20]=<vecFog>;
VertexShaderConstant[64]=<vecSkill41>; //(u_scale1, v_scale1, u_scale2, v_scale2)
VertexShaderConstant[95]=(0.0f,0.0f,0.0f,0.0f);

VertexShader=
decl
{
stream 0;
float v0[3]; //position
float v3[3]; //normal
float v7[2]; //uv
}
asm
{
vs.1.1
m4x4 oPos,v0,c0 // transform position to clip space

m3x3 r0,v3,c4 // transform normal to world space
dp3 r0.w,r0,r0 // renormalize it
rsq r0.w,r0.w
mul r0,r0,r0.w

dp3 r0,r0,-c16 // normal.light -> lighting constant
mul r0.xyz,r0,c17 // modulate against material diffuse color
add oD0.xyz,r0,c19 // add environment light

mov r1.w,c20.w // r1.w=1
dp4 r0,v0,c10 // distance to camera position
add r0,r0,-c20.x // distance-fog_start
mad r0.x,-r0.x,c20.z,r1.w // 1-(distance-fog_start)*(1/(fog_end-fog_start))
max oFog.x,r0.x,c95.w // clamp with custom max value

mul oT0.xy,v7.xy,c64.xy // output scaled uvs - stage 0
mul oT1.xy,v7.xy,c64.zw // output scaled uvs - stage 1
mov oT2.xy,v7.xy // output uvs - stage 2
};

PixelShader=
asm
{
ps.1.3
def c0,0,0,0,1
tex t0 // sample t0
tex t1 // sample t1
tex t2 // sample t2
lrp r0.rgb,t2.a,t0,t1 // blend t0 with t1 using the alpha channel of t2
+mov r0.a,c0
//add r0.rgb,r0,t2_bias // add(signed) rgb of t2
mul r0.rgb,r0,v0 // modulate with diffuse vertex lighting
};
}
}
";
}
/*
starter mat_terrain_multitexture_init
{
vec_set(mat_terrain_multitexture.ambient_blue,mat_terrain.ambient_blue);
vec_set(mat_terrain_multitexture.diffuse_blue,mat_terrain.diffuse_blue);
vec_set(mat_terrain_multitexture.specular_blue,mat_terrain.specular_blue);
mat_terrain_multitexture.power=mat_terrain.power;
}


///Action of my entity
action terrains
{
my.skill41=float(10);
my.skill42=float(20);
my.skill43=float(5);
my.skill44=float(10);

my.flare=off;
my.transparent=off;
my.material=mat_terrain_multitexture;
}
///This is the curent code im trying although i get the same effect on all the shader codes ive tried to include Matts 2nd pass
i have A6 game studio comercial 6.2
im assumimng i dont know how to asign the textures correctly of something
Thank you Wyldecatt
Posted By: Matt_Aufderheide

Re: ? only geting black and white ? - 12/06/03 14:12

texture texSkin1;
texture texSkin2;
texture texSkin3;

Chenge all cases of "texskin.." to "entSkin.." that was chnaged from the earlier betas. It should work then
Posted By: wyldecatt

Re: ? only geting black and white ? - 12/06/03 16:21

Oh wow thank you so much that was the fix looks like ill have some fun with things now
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