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Wassershader Problem #34896
10/14/04 04:13
10/14/04 04:13
Joined: Jan 2004
Posts: 620
Germany
TimeOut Offline OP
User
TimeOut  Offline OP
User

Joined: Jan 2004
Posts: 620
Germany
Weiß jemand wie ich diesen Code umändern müsste das er auch 6.31 läuft:

Code:

bmap waterbump2 = <waterbump.bmp>;
bmap envspec2 = <sky.tga>; // <skycube+6.tga>;
bmap base2 = <gradient.bmp>;

function mtl_ffpwater2_1()
{

///////////////////////////////////////////////
// Lets make it scroll in some direction
//

mtl.skill1 += time;
mtl.matrix41 = floatd(mtl.skill1,4000);


}

function mtl_ffpwater2_init()
{

mtl.matrix11 = float(1.6);
mtl.matrix22 = float(0.8);

bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);
bmap_to_mipmap(mtl.skin3);

bmap_to_normals(mtl.skin1,0.5);

//bmap_to_cubemap(mtl.Skin2);

mtl.event = mtl_ffpwater2_1;

mtl.enable_view = on;

}


material mtl_ffpwater2
{
skin1=waterbump2;
skin2=envspec2;
skin3=base2;

event = mtl_ffpwater2_init;

effect = "

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;

technique makewater2
{

pass p0
{

Texture[0] = <mtlSkin3>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

AddressU[0]=Clamp;
AddressV[0]=Clamp;

ColorArg1[0] = Texture;
ColorOp[0] = modulate;
ColorArg2[0] = diffuse;

alphaop[0]=selectarg1;
alphaarg1[0]=texture;

texcoordindex[0]=1;


Texture[1] = <mtlSkin1>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

ColorArg1[1] = Texture;
ColorOp[1] = bumpenvmap;
ColorArg2[1] = current;

TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
Texcoordindex[1]=1;


Texture[2] = <mtlSkin2>;

magFilter[2]=linear;
minFilter[2]=linear;
mipFilter[2]=linear;

AddressU[2]=Clamp;
AddressV[2]=Clamp;

ColorArg1[2] = Texture;
ColorOp[2] = Add;
ColorArg2[2] = Current;


TextureTransformFlags[2] =count3 | projected;

texcoordindex[2]= cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector

}

}

technique fallback { pass p0 { } }

";
}



action ffp_water2 {

my.material = mtl_ffpwater2;

}







Athlon 64 3700+ 2048 MB DDR PC400 Dual Corsair XFX Geforce 7800 GT A6 Commercial 6.4
Re: Wassershader Problem [Re: TimeOut] #34897
10/16/04 03:01
10/16/04 03:01
Joined: Jan 2004
Posts: 620
Germany
TimeOut Offline OP
User
TimeOut  Offline OP
User

Joined: Jan 2004
Posts: 620
Germany
Keiner ne Idee ?


Athlon 64 3700+ 2048 MB DDR PC400 Dual Corsair XFX Geforce 7800 GT A6 Commercial 6.4
Re: Wassershader Problem [Re: TimeOut] #34898
10/17/04 08:59
10/17/04 08:59
Joined: Nov 2003
Posts: 133
Macom Offline
Member
Macom  Offline
Member

Joined: Nov 2003
Posts: 133
Eine etwas einfache Version läuft angepaßt unter DX9. Vielleicht reicht Dir das ja :

Code:

function mtl_ffpwater_1()
{

///////////////////////////////////////////////
// Lets make it scroll in some direction
//

mtl.skill1 += time;
mtl.matrix41 = floatd(mtl.skill1,4000);


}

function mtl_ffpwater_init()
{

mtl.matrix11 = float(1.6);
mtl.matrix22 = float(0.8);

bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);

bmap_to_normals(mtl.skin1,0.5);

//bmap_to_cubemap(mtl.Skin2);

mtl.event = mtl_ffpwater_1;

mtl.enable_view = on;

}


material mtl_ffpwater
{
skin1=waterbump;
skin2=envspec;

event = mtl_ffpwater_init;

effect = "

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique makewater
{

pass p0
{

/////////////////////////////////////////
// stage 0 /
/////////////////////////////////////////
Texture[0] = <mtlSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

ColorArg1[0] = Texture;
ColorOp[0] = bumpenvmap;
ColorArg2[0] = current;

TextureTransformFlags[0] = Count2; // | Projected;
TextureTransform[0] = <matMtl>;

///////////////////////////////////////
// stage 1
///////////////////////////////////////
Texture[1] = <mtlSkin2>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

AddressU[1]=Clamp;
AddressV[1]=Clamp;

ColorArg1[1] = Texture;
ColorOp[1] =selectarg1;

TextureTransformFlags[1] =count3 | projected;

texcoordindex[1]= cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector

colorop[2] = disable;
alphaop[2] = disable;

}

}

technique fallback { pass p0 { } }

";
}




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