Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
4 registered members (NewbieZorro, Grant, TipmyPip, AndrewAMD), 13,346 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
mtl_terrainmulti3 is wierd #112549
02/18/07 01:44
02/18/07 01:44
Joined: Feb 2007
Posts: 15
G
gettarobox Offline OP
Newbie
gettarobox  Offline OP
Newbie
G

Joined: Feb 2007
Posts: 15
can someone explain how this is supposed to work? it seems like it doesn't work the way you would expect when reading the source. i can't get all of my textures to show up unless i include blue in the skin 1 file. but blue is supposed to be the shadow channel. the shadows seem to show up where ever they want.
help is appreciated.

Re: mtl_terrainmulti3 is wierd [Re: gettarobox] #112550
02/18/07 10:32
02/18/07 10:32
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
Well, I use mtl_terrainmulti3 in my game and it works fine. In the first skin I've got the black, red and green skin. Then in skins 2,3 and 4 the three different textures. The first texture goes over all the black pieces, the second over the red areas and the third over the green areas.
I have however not been able to get the blue to work - just shows up as a LIGHT spot instead of as a shadow. Have you set up your skins like this?

Re: mtl_terrainmulti3 is wierd [Re: cartoon_baboon] #112551
02/18/07 11:28
02/18/07 11:28
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline
Senior Member
Robotronic  Offline
Senior Member
R

Joined: Dec 2005
Posts: 414
Munich, Germany
For the blue channel: use a medium blue (RGB 0/0/128), where you want normal lighting on the terrain. You can start with a RGB maps blue channel filled with such a medium blue.
Now you can paint shadows with dark blue and bright spots with a more saturated blue. It´s a matter of taste, but normally I would avoid too extreme values ...

Re: mtl_terrainmulti3 is wierd [Re: Robotronic] #112552
02/18/07 17:15
02/18/07 17:15
Joined: Feb 2007
Posts: 15
G
gettarobox Offline OP
Newbie
gettarobox  Offline OP
Newbie
G

Joined: Feb 2007
Posts: 15
Ok finally figured it out. now i am using black red and green to blend the textures and then using a layer in photoshop of pureblue shadow areas and this layer is set to linear dodge. i also had to turn on ps1.3. in GS. i think that's all i did.
too bad it will be a pain figuring out how to get the shadows placed where they need be.


Last edited by gettarobox; 02/18/07 23:14.

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1