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shader rooky #35630
11/03/04 04:05
11/03/04 04:05
Joined: Nov 2004
Posts: 6
D
don Offline OP
Newbie
don  Offline OP
Newbie
D

Joined: Nov 2004
Posts: 6
hello,

I want to create a hmp with four textures.the first should be gras, the next maybe rocks, than sand and than, last but not least a dirt texture.

so I´d like to have the chance for different juses...

a way between rocks and gras and so on

the problem is,that I have no skills by using shaders and I heared about a shader or a system,that use different .tga´s for showing the textures on the point I like...

has anybody an idea?

Re: shader rooky [Re: don] #35631
11/03/04 04:27
11/03/04 04:27
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
look into the wiki and search older forum threads for "terrain multitexturing". i think you'll find what you want.

Re: shader rooky [Re: don] #35632
11/10/04 19:52
11/10/04 19:52
Joined: Nov 2004
Posts: 6
D
don Offline OP
Newbie
don  Offline OP
Newbie
D

Joined: Nov 2004
Posts: 6
I found this code,but it don´t work cause of dx9c... is there anybody who know to update it????please help me!

bmap blend1 = <blend1.tga>;
bmap blend2 = <blend2.tga>;
bmap blend3 = <blend3.tga>;

function textur ()
{

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


mtl.matrix11 = float(20);
mtl.matrix22 = float(20);

}


material detail
{

skin1 = blend1;
Skin2 = blend2;
Skin3 = blend3;



event = terrain;

effect =
"
matrix matMtl;

texture mtlSkin1; // Blending map for Pass P1
texture mtlSkin2; // Blending map for Pass P2
texture mtlSkin3;
texture entSkin1; // Tileable Tex for Pass P0
texture entSkin2; // Tileable Tex for Pass P2
texture entSkin3; // Tileable Tex for Pass P3
texture entSkin4;




technique ffp_terrain_tex
{
pass P0
{

alphablendenable=false;
alphatestenable=false;
zenable=true;
zwriteenable=true;
Texture[0] = <entSkin1>;
magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;
TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;
texcoordindex[0]=0;
ColorArg1[0] = Texture;
ColorOp[0] = selectarg1;
alphaop[0]=disable;
colorop[1]=disable;
alphaop[1]=disable;
}
pass P1
{
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;
Zbias=1;
Texture[0] = <mtlSkin1>;
magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;
TextureTransformFlags[0] = disable;
texcoordindex[0]=0;
ColorArg1[0] = current;
ColorOp[0] = selectarg1;
alphaarg1[0] = texture | alphareplicate;
alphaop[0]=selectarg1;
Texture[1] = <entSkin2>;
zenable=true;
zwriteenable=true;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=1;
ColorArg1[1] = texture;
ColorOp[1] = modulate;
alphaarg1[1] = current | alphareplicate;
alphaop[1]=disable;
colorop[2]=disable;
alphaop[2]=disable;
}
pass P2
{
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;
Zbias=1;
Texture[0] = <mtlSkin2>;
magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;
TextureTransformFlags[0] = disable;
texcoordindex[0]=1;
ColorArg1[0] = current;
ColorOp[0] = selectarg1;
alphaarg1[0] = texture | alphareplicate;
alphaop[0]=selectarg1;
Texture[1] = <entSkin3>;
zenable=true;
zwriteenable=true;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=0;
ColorArg1[1] = texture;
ColorOp[1] = modulate;
alphaarg1[1] = current | alphareplicate;
alphaop[1]=disable;
colorop[2]=disable;
alphaop[2]=disable;
}
pass P3
{
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;
Zbias=1;
Texture[0] = <mtlSkin3>;
magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;
TextureTransformFlags[0] = disable;
texcoordindex[0]=1;
ColorArg1[0] = current;
ColorOp[0] = selectarg1;
alphaarg1[0] = texture | alphareplicate;
alphaop[0]=selectarg1;
Texture[1] = <entSkin4>;
zenable=true;
zwriteenable=true;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
TextureTransformFlags[1] = Count2;
TextureTransform[1] = <matMtl>;
texcoordindex[1]=0;
ColorArg1[1] = texture;
ColorOp[1] = modulate;
alphaarg1[1] = current | alphareplicate;
alphaop[1]=disable;
colorop[2]=disable;
alphaop[2]=disable;
}
}

";

}
action hmp
{
my.transparent=off;
my.material = detail;

}

Re: shader rooky [Re: don] #35633
11/11/04 01:31
11/11/04 01:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
you can download it here: http://www.conitec.net/a4update.htm
But ti won't work until you updated your A6 com or pro to the public beta 6.31.

Re: shader rooky [Re: don] #35634
11/11/04 07:12
11/11/04 07:12
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Don: You want a DX9.00c version of this thing?? Is that it??

Eric

Re: shader rooky [Re: Steempipe] #35635
11/11/04 15:40
11/11/04 15:40
Joined: Sep 2002
Posts: 700
Orange County, CA
L
LogantheHogan Offline
Developer
LogantheHogan  Offline
Developer
L

Joined: Sep 2002
Posts: 700
Orange County, CA
I'd like one too.

Ever since I updated my terrains have looked pretty bad because I can't figure out how to update the code.

Logan

Re: shader rooky [Re: Steempipe] #35636
11/11/04 20:58
11/11/04 20:58
Joined: Nov 2004
Posts: 6
D
don Offline OP
Newbie
don  Offline OP
Newbie
D

Joined: Nov 2004
Posts: 6
Eric: yes it would be fantastic!cause everything I tried was a great disaster...

Re: shader rooky [Re: Pappenheimer] #35637
11/11/04 21:00
11/11/04 21:00
Joined: Nov 2004
Posts: 6
D
don Offline OP
Newbie
don  Offline OP
Newbie
D

Joined: Nov 2004
Posts: 6
pappenheimer: I updated ist to A6.32...

Re: shader rooky [Re: don] #35638
11/11/04 21:52
11/11/04 21:52
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
There is some code similar to what you want here.

Thread

If you have trouble making it work, or adapting it to simply multi-texturing, then go ahead and post in that thread.

A note: I have heard that a future "3PM" will have an article on this. I may be wrong, tho.

Re: shader rooky [Re: Steempipe] #35639
11/17/04 20:11
11/17/04 20:11
Joined: Nov 2004
Posts: 6
D
don Offline OP
Newbie
don  Offline OP
Newbie
D

Joined: Nov 2004
Posts: 6
thanks for your help Steempipe!!!it is working very nice!

one question: is there a way to give every texture another .tga?


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