|
3 registered members (Ayumi, Quad, AndrewAMD),
1,191
guests, and 4
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
fx_watermirror shader problem
#354931
01/23/11 13:15
01/23/11 13:15
|
Joined: Feb 2009
Posts: 46 Spain
Beker
OP
Newbie
|
OP
Newbie
Joined: Feb 2009
Posts: 46
Spain
|
I changed all possible values of the shader script, but I can not solve the problem. Other shaders do not work well on large stages, that is my reason to try to resolve this problem. The problem... 
|
|
|
Re: fx_watermirror shader problem
[Re: Slin]
#355125
01/24/11 19:58
01/24/11 19:58
|
Joined: Oct 2004
Posts: 900 Lgh
rojart
User
|
User
Joined: Oct 2004
Posts: 900
Lgh
|
Have you tried with water.c demo from sample folder? //////////////////////////////////////////////////////// // Water shader demo. // Copyright 2010 by oP group Germany. // Commercial Edition or above required for shaders //////////////////////////////////////////////////////// #include <acknex.h> #include <default.c> #include <keys.c> #include <level.c> #include <entmove.c> #include <mtlFx.c>
#define PRAGMA_PATH "%EXE_DIR%\\templates\\levels";
//////////////////////////////////////////////////////// var water_height,water_ripple,water_scale;
FONT* fHelp = "Arial#16bi";
PANEL* pHelp = { digits(5,5,"[1]/[2] -> water level: %4.1f",fHelp,1,water_height); digits(5,20,"[3]/[4] -> wave height: %3.0f",fHelp,1,water_ripple); digits(5,35,"[5]/[6] -> wave scale: %3.0f",fHelp,1,water_scale); digits(5,50,"Cursor keys -> move camera",fHelp,0,0); flags = SHOW; }
action water() { fx_mirrorWater(); while(1) { if(key_hit("1")) terrain_raise(me,0.5); if(key_hit("2")) terrain_raise(me,-0.5); // shader skills contain float values, but are defined as var // therefore the floatv/fixv conversion stuff is required if(key_hit("3")) my.skill43 = floatv(fixv(my.skill43)+5); if(key_hit("4")) my.skill43 = floatv(fixv(my.skill43)-5); if(key_hit("5")) my.skill44 = floatv(fixv(my.skill44)+5); if(key_hit("6")) my.skill44 = floatv(fixv(my.skill44)-5); water_height = terrain_get_z(my,1); water_ripple = fixv(my.skill43); water_scale = fixv(my.skill44); wait(1); } }
action blob() { my.skill42 = floatv(30); // texture influence fx_envBump(); ent_rotate(me,2,1.5,0.5); }
function main() { if (d3d_shaderversion<2020) error("Shaders only supported in Commercial Edition!"); d3d_antialias = 4; video_mode = 8; fps_max = 60; // load a level, and create sky, water, and a model : level_load("small.hmp"); ent_createlayer("skycube+6.dds",SKY | CUBE | SHOW,1); ent_create("water.hmp",vector(0,0,-5),water); ent_create("blob.mdl",vector(0,0,30),blob); vec_set(sun_color,vector(200,240,240)); // set up some parameters for the camera vec_set(camera.x,vector(-120,0,75)); camera.tilt = -30;
// activate flythrough def_move(); }
|
|
|
|