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Problem with mtlFX.wdl #149661
08/22/07 11:22
08/22/07 11:22
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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Posts: 724
the Netherlands
I made a verry simple terrain in MED and textured it with the new tool 'Terrain Texture Creator'. In 'Manage Skins' there is 1 skin; Skin0.
When I run this terrain in my level it does not look ok, looks verry blurry.
For better looks I have added the action 'fx_terraintex3' from the template file 'mtlFX.wdl'.
Now, when I compile the level and run it, the terrain in the level is dark, can't see any detail. Changing the SUN settings does not help.
Do I have to change something else or am I doing it completely wrong?
Please help.


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149662
08/22/07 12:26
08/22/07 12:26
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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Hilden in Germany
You must have a tga texture with red, green, blue and black for the first skin. With this tga the engine knows where to put which texture. Hope this helps.

Re: Problem with mtlFX.wdl [Re: RobH] #149663
08/22/07 12:50
08/22/07 12:50
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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No, did not help. When I look at the texturefile generated by the Terrain Texture Generator, it's a text-file: xxx.txt.
Contents;
auto_update_skin = 0;
creation_flags = 52;
camera = -54.955048 -503.635345 18.790649 -2.362637 -3.251891 18.557415 -6.210366 -59.087631 272.504578;
texview = 0 15 1.000000;
texture = "C:\Program Files\GStudio7\template_6\images\grass.tga",axis = 1,pos = 0.000000,x_offset = 0,x_offset = 0,x_scale = 1.000000,y_scale = 1.000000,rotate = 0.000000,influence = 1.000000;
texture = "C:\Program Files\GStudio7\template_6\images\sand.tga",axis = 1,pos = 0.100000,x_offset = 0,x_offset = 0,x_scale = 1.000000,y_scale = 1.000000,rotate = 0.000000,influence = 1.000000;
texture = "C:\Program Files\GStudio7\template_6\images\rock.tga",axis = 1,pos = 0.700000,x_offset = 0,x_offset = 0,x_scale = 1.000000,y_scale = 1.000000,rotate = 0.000000,influence = 1.000000;
current_textxure = 2;

I have no clue where to go from here.


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149664
08/22/07 15:46
08/22/07 15:46
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

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Posts: 1,558
HK
Maybe increase the "Influence" value will help.

Re: Problem with mtlFX.wdl [Re: vlau] #149665
08/24/07 09:11
08/24/07 09:11
Joined: Mar 2006
Posts: 724
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Frits Offline OP
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Frits  Offline OP
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the Netherlands
It seems to me that noboddy is using this new tool yet, but maybe a picture will do the trick;

Terrain in MED

Shot at 2007-08-24

Terrain while level is running

Shot at 2007-08-24

The setting of the sun values; color 150,150,150 and elevation 60 (rest of the level is well lit).
Anybody an idea how to solve this problem?


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149666
08/24/07 09:25
08/24/07 09:25

A
Anonymous
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Anonymous
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A



you dont need attach any shader or code to the terrain.just set scale in terrain editor to a low size.so it doesn't look so blurry.

Re: Problem with mtlFX.wdl [Re: ] #149667
08/24/07 11:57
08/24/07 11:57
Joined: Mar 2006
Posts: 724
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Frits Offline OP
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Frits  Offline OP
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I have scaled down the three tga files to 0.1 and remove the 'fx_terraintex3' action.
Now the terrain is lit verry well, but it stil looks like sh** and the only texture I see is grass.tga, the other two are not visible when I run the level (they are visible in WED).
Sorry I can't upload a picture, I can't connect to Imageshack (waiting for 5 minutes, then the message can't find website).


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149668
08/24/07 12:36
08/24/07 12:36

A
Anonymous
Unregistered
Anonymous
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A



in skin manager there should be only one texture.the one you are use.delete the others

Re: Problem with mtlFX.wdl [Re: ] #149669
08/24/07 12:56
08/24/07 12:56
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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Look at my third post, there is only one skin in the skin manager.


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149670
09/02/07 14:50
09/02/07 14:50
Joined: Mar 2006
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Frits Offline OP
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Frits  Offline OP
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the Netherlands
Follow up question;
In mtlFX.wdl help is the following;
Code:

//help: Standard Material Effects for Terrain, Water, Entities.
/// The effects are automatically activated by assigning the action.
/// Requires A6.50 Commercial or above, VS 1.1, PS 1.3, default.fx
//
//needs: default.fx



Maybe a stupid question, but what does this mean 'needs: default.fx'?
And what is 'default.fx'?

Last edited by Frits; 09/02/07 14:51.

I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
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