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A7 features ???? #182048
02/04/08 15:44
02/04/08 15:44
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
hi i got the a6 com version and am thinking of upgrading but would like to know how the shader system works.
is it like in sphere2 that i can make my models and add all the textures and shaders in ultimate unwrap and export then simply place my models in the levels?

also can i bumpmap solids (walls and floors).
can i bumpmap animated models (creatures and stuff).

and here is the killer.....whitout using scripts or codeing.


Lets finish this mother¤%"#%& of.
Re: A7 features ???? [Re: overseer] #182049
02/05/08 11:02
02/05/08 11:02
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
yes and no.
You can use shaders as folling: making a material and give it the effect and maybe bmaps you need for the effect. Just as following:

Code:
BMAP* toon_lookup = "toon_lockup.pcx";

MATERIAL* my_material =
{
skin1 = toon_lookup
effect="toon.fx";
}



So it are just a very few lines. To use models with shaders you can then just assign the material to them in WED. If you want to use them on the level geometry, you have to give the material the same names as the name of the texture and the engine will automatically add the shader to it.

So without scripting you won't get shaders. But that are just a very few lines (4 or 5 for every material...) and you can ask in the forum and I am sure we can help you to get that shaders to run.

Re: A7 features ???? [Re: Scorpion] #182050
02/05/08 16:01
02/05/08 16:01
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You don't need scripting for the about 20 standard shaders that are included. But they are for models only, not for walls and floors. Standard wall and floor shaders will come with a future update.


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