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Applying shader to Buildings, platforms #184787
02/20/08 13:03
02/20/08 13:03
Joined: May 2006
Posts: 133
ME
Mysterious Offline OP
Member
Mysterious  Offline OP
Member

Joined: May 2006
Posts: 133
ME
Hi the Manual said that I can apply a shader to MAP or Prefab (WMP),
How can I apply a bump shader to a wall that I added to my level as a Prefab not a model, how can I send the bumpmap image to the shader?

thanks

Re: Applying shader to Buildings, platforms [Re: Mysterious] #184788
02/22/08 00:41
02/22/08 00:41
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
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Ran Man  Offline
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Joined: Jun 2002
Posts: 3,682
Coppell, Texas
An action cannot be assigned to a .wmp prefab, unless it has been first compiled and made into a separate .wmb file.

But, last I heard, shaders were supported on models and not on any blocks.


Cougar Interactive

www.zoorace.com
Re: Applying shader to Buildings, platforms [Re: Ran Man] #184789
02/22/08 03:28
02/22/08 03:28
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
they are supported on blocks.... not well tho....

if you use them on blocks you will get unusable performance since there are many inefficiencies this way.

Re: Applying shader to Buildings, platforms [Re: lostclimate] #184790
02/22/08 04:01
02/22/08 04:01
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
oh dear...

you'll be pleased to know that both Ran Man and lostclimate are wrong. in A7 (which i'll assume you're using because you didn't mention that you're using an old version of gs) you can compile a level with the "create meshes" flag or something like that, and the performance is fine. without that flag, level polygons are sent to the shader one at a time which is really slow.

i haven't used shaders with blocks, though, so i can't tell you exactly how. but the manual is your friend, and i found this --> http://www.conitec.net/beta/ad3d_automaterial.htm <-- which looks useful. in the next update, however, you'll be able to assign shaders straight to WED blocks without using d3d_automaterial.

additional textures (like bump_maps) would be assigned by material skins. this means until the next update is released, you'll need a separate material for each level texture.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Applying shader to Buildings, platforms [Re: JibbSmart] #184791
02/22/08 19:49
02/22/08 19:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
that is great to know.

Re: Applying shader to Buildings, platforms [Re: lostclimate] #184792
02/25/08 12:50
02/25/08 12:50
Joined: May 2006
Posts: 133
ME
Mysterious Offline OP
Member
Mysterious  Offline OP
Member

Joined: May 2006
Posts: 133
ME
Well, Thanks guys for help and specially to you JulzMighty, yes I have A7, I actually didn't test it yet but I will and I will share my little experience in it.


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