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Streamlining The Process #43114
03/20/05 06:02
03/20/05 06:02
Joined: Mar 2005
Posts: 110
MI
paulshort Offline OP
Member
paulshort  Offline OP
Member

Joined: Mar 2005
Posts: 110
MI
Hey guys first post on the forums ,

Anyways I was wondering if there was a way to streamline the process of using shaders on level geometry and map entities. The reason Im asking is because i wanted to integrate them into the game im developing but as of now the process of using them is a hassle.

Some of the problems im having:

*I have to rescale all my textures because the shader makes them really small(even with flat on)

*You have make a seperate material for each texture

*Alot of my textures have a soapy look to them, specially with the ultimate shader pack from matt

*And there only affected by dynamic lights so I can't preview my lighting in wed and can only use a maximum of 8 dynamic lights


Do you guys know any workarounds or improvements to the above so there easier to implement into a full game and not just a tech demo?


Thanks guys



Re: Streamlining The Process [Re: paulshort] #43115
03/26/05 16:39
03/26/05 16:39
Joined: Mar 2005
Posts: 110
MI
paulshort Offline OP
Member
paulshort  Offline OP
Member

Joined: Mar 2005
Posts: 110
MI
anybody care to share some insight?

Re: Streamlining The Process [Re: paulshort] #43116
03/27/05 08:29
03/27/05 08:29
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
- The textures scale is not affected by a shader, at least not if it's not intended.
- Yes, you have to create a new material for every texture, but you can use the same effect in all materials, so the coding/writing effort is minimal.
- That depens on the shader and is not a problem of the level-textures.
- You can add lightmaps to your shaders aswell, and the 8 dynamic-light-limit is there, even if you don't use shaders.


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