Das bringt auch nichts...
ich glaub ich schickke mal meinen code:
include <sylex3_csr.wdl>;
include <water2.wdl>;
...
action normalmap
{
SLX3EffectCreate(30);
SLX3EffectSetPath(30,"NormalMapped.fx");
SLX3TexInitialize(30);
}
sky envi_cube
{
type = <t_sunrise_sky+6.tga>;
flags = cube,visible;
layer = 2;
z = 0;
}
entity fader_ent
{
type = <fader.mdl>;
layer = 40;
alpha = 0;
pan = 0;
flags = transparent, visible;
view = camera;
x = 40; // 40 quants ahead of the view
y = 0;
z = 0;
}
function main()
{
fog_color = 1;
SLX3Initialize(SLX3_RUNMODE_DEBUG,"Game");
sleep(2);
level_load("Test.wmb");
SLX3ViewRegister(10,"camera");
activate_Bloom();
//activate_MotionBlur();
//Bsp();
}
function screenshot(){file_for_screen("shot.png",0);}
function userdef_exit()
{
// Sylex 3.0 Deinitialisieren
SLX3DeInitialize();
// Funktionspointer freigeben
on_d3d_lost = NULL;
on_d3d_reset = NULL;
exit;
}
ON_ESC = userdef_exit; // Behandlung der ESC Taste
ON_CLOSE = userdef_exit; // Behandlung des X im Systemmenü
ON_F10 = userdef_exit; // Behandlung der F10 Taste
ON_F6 screenshot;
// Bloom Effekt mit Sylex 3.0:
function activate_Bloom()
{
// Blureffekte setzen
SLX3ViewSetPostProcessingEffect(5,0,SLX3_PPE_4XDOWNSAMPLE);
SLX3ViewSetPostProcessingEffect(5,1,SLX3_PPE_BRIGHTPASS);
SLX3ViewSetPostProcessingEffect(5,2,SLX3_PPE_HBLOOM);
SLX3ViewSetPostProcessingEffect(5,3,SLX3_PPE_VBLOOM);
SLX3ViewSetPostProcessingEffect(5,4,SLX3_PPE_COMBINE);
SLX3ViewSetPostProcessingEffect(5,5,0);
// Post-Processing aktivieren
SLX3ViewSetPostProcessing(5,1);
// Bloomstärke setzen
SLX3EffectSetValue(SLX3_PPE_VBLOOM,0,1);
SLX3EffectSetValue(SLX3_PPE_HBLOOM,0,1);
}
// Motion Blur Effekt mit Sylex 3.0:
// Variablen
var v_motionBlur = 0;
// Aktiviert das Post-Processing
function activate_MotionBlur()
{
// Blureffekte setzen
SLX3ViewSetPostProcessingEffect(10,0,SLX3_PPE_4XDOWNSAMPLE);
SLX3ViewSetPostProcessingEffect(10,1,SLX3_PPE_HBLUR);
SLX3ViewSetPostProcessingEffect(10,2,SLX3_PPE_VBLUR);
SLX3ViewSetPostProcessingEffect(10,3,0);
// Post-Processing aktivieren
SLX3ViewSetPostProcessing(10,1);
v_motionBlur = 1;
// While schleife für Mouse-Binding
while(v_motionBlur != 0)
{
SLX3EffectSetValue(SLX3_PPE_HBLUR,0,5 * mouse_force.x);
SLX3EffectSetValue(SLX3_PPE_VBLUR,0,5 * mouse_force.y);
wait(1);
}
}
Muss da vielleicht noch was in die Normalmap-action rein?