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Re: Problem with mtlFX.wdl [Re: Frits] #149671
09/02/07 15:40
09/02/07 15:40
Joined: Jul 2006
Posts: 511
Germany,NRW
KMS Offline
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KMS  Offline
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Joined: Jul 2006
Posts: 511
Germany,NRW
default.fx' is the standard shader in GS,you find it under GameStudio-template6-code and you have to copy it into your gamefolder,otherwise the mtlFX cannot work!


You need full animated lowpoly-fishes?Look at
http://www.projekt-3d.de/pages/shop2pag.html
Re: Problem with mtlFX.wdl [Re: KMS] #149672
09/02/07 15:43
09/02/07 15:43
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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Joined: Mar 2006
Posts: 724
the Netherlands
Thanks for the info!


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: Problem with mtlFX.wdl [Re: Frits] #149673
09/03/07 04:32
09/03/07 04:32
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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RobH  Offline
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Posts: 511
Hilden in Germany
Is your sun dynamic and moves? If no, change it in "display.wdl" from dynamic sun = true to false. I think this will help you.

Re: Problem with mtlFX.wdl [Re: RobH] #149674
09/03/07 12:37
09/03/07 12:37
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline OP
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Frits  Offline OP
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Joined: Mar 2006
Posts: 724
the Netherlands
Thanks, but I don't use display.wdl. (Could not find 'dynamic sun = true' in that file anyway)

EDIT:
Here is the terrain with the *.tga files scaled down to 0.1 and without the action fx_terraintex3(), and it still looks verry blurry;


And this is how it looks when I attach the action fx_terraintex3() from the mtlFX.wdl file.


Is there realy nobobby who has tried this new gadget (Terrain Texture Creator) and can tell me how to use this? Please help me.

Last edited by Frits; 09/03/07 13:45.
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