Well, without posting the shader code, we can only guess at what changes are needed. Are you using the latest A6 version, or are you using an older Directx 8 version of A6? The current version requires DirectX 9 shaders, which are slightly different in syntax. I'm not sure if I can help you, but I could try..
I have bump shader that works with dynamic light this code: material mat_bump { skin2 = reptile; // set a reptile skin scale1 = 0.2; // factor for the skin scale at stage 0 // define a material effect string effect = " // declare the used textures and variables texture entSkin1; // the entity skin texture mtlSkin2; // the bump map dword mtlSkill1; // the light vector // default technique technique bump_dot3 { pass P0 { // set texture stage states Texture[0] = <mtlSkin2>; Texture[1] = <entSkin1>; TextureFactor = <mtlSkill1>; ColorArg1[0] = Texture; // stage 0 = bumpmap ColorOp[0] = DotProduct3; ColorArg2[0] = TFactor; ColorArg1[1] = Texture; // stage 1 - skin texture ColorOp[1] = AddSigned; ColorArg2[1] = Current; ColorArg1[2] = Diffuse; // stage 2 - lighting ColorOp[2] = Modulate2x; ColorArg2[2] = Current; } }
// fallback technique for devices that do not support bumpmapping technique fallback { pass P0 { // set texture stage states Texture[0] = <entSkin1>; ColorArg1[0] = Texture; // stage 0 = skin texture ColorOp[0] = Modulate2x; ColorArg2[0] = Diffuse; // modulate by lighting } } "; // end of the effect string }
starter mat_bump_init { // initialize the material properties vec_set(mat_bump.ambient_blue,mat_model.ambient_blue); vec_set(mat_bump.diffuse_blue,mat_model.diffuse_blue); vec_set(mat_bump.specular_blue,mat_model.specular_blue); mat_bump.power = mat_model.power; // create the normals map for DOT3 bumpmapping bmap_to_normals(mat_bump.skin2,2); // set a lighting vector for DOT3 bumpmapping mat_bump.skill1 = pixel_for_vec(vector(200,200,200),100,8888); }
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