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Re: Double-sided Shaders / 2-sided normal
[Re: jedilq]
#155585
09/21/07 03:48
09/21/07 03:48
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Joined: Jul 2004
Posts: 8
hourousha
Newbie
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Newbie
Joined: Jul 2004
Posts: 8
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you can write Material Effects to .fx files,such as phong.fx,two_side.fx and so on.then,define the materials in your script, material mat_phong { effect = "phong.fx"; } material mat_2side { effect = "two_side.fx"; } after doing this,you can attach materials to the entites in WED. You can also attach the .fx to modle's subsets in MED:Edit->Manage skins->skin setting->Effect Setup->load FX. It's useful for modles those contain multiple subset,It can attach different fx to different subset of a modle.but you can't use A6 material Event and extra texture and so on... pardon me for my poor English 
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Re: Double-sided Shaders / 2-sided normal
[Re: jedilq]
#155586
09/21/07 15:45
09/21/07 15:45
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
I was actually thinking of being able to do it using the WED or MED, because I have designers who freak out at the sight of code and want a more visual way of doing it.
People like that shouldnt work on computer games then.
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Re: Double-sided Shaders / 2-sided normal
[Re: Tiles]
#155590
09/30/07 04:57
09/30/07 04:57
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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In WDL file: Code:
material mat_twoside { effect = "twoside.fx"; }
In "twoside.fx" file: Code:
technique twoside { pass p1 { cullMode = none; } }
It's 1am, so hopefully I didn't have any typos...
xXxGuitar511 - Programmer
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