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Re: terrain multitexturing shader
[Re: Darkstorm]
#17338
01/27/04 15:24
01/27/04 15:24
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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i don't know which version of the shader you are using (this thread got a bit messy!). but adjusting the sun_angle works for me.
you could try something like:
sun_angle.tilt=30;
while(1)
{
sun_angle.pan+=5*time;
wait(1);
}
to find out if it has an effect...
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Re: terrain multitexturing shader
[Re: ventilator]
#17339
01/27/04 15:59
01/27/04 15:59
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Joined: Jun 2001
Posts: 2,006 USA
Darkstorm
Senior Expert
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Senior Expert
Joined: Jun 2001
Posts: 2,006
USA
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Okay its official... I'm an idiot . I think Conitec might want to seriously considering putting my title back to newbie. Anyway, without embarrassing myself too much, I rectified the sun problem and now all is well. Thanks for being so patient Ventilator. Now to figure out how to add a third texture to the mix (oh boy).
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Re: terrain multitexturing shader
[Re: slacker]
#17340
01/27/04 16:25
01/27/04 16:25
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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Quote:
(what exactly is a detail map, is it overlayed on your tiled mipmap?}
detail maps get used to add details like cracks which are visible when the camera is close (this avoids that the textures just look blurry when the camera is close). detail maps have a very fine resolution (high tiling) and get overlayed over the other textures. but it's difficult to create a good looking detail map...
Quote:
Is it possible to have a map as a lightmap to do shadows (not tiled)??
yes!
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Re: terrain multitexturing shader
[Re: ventilator]
#17341
01/29/04 07:04
01/29/04 07:04
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Joined: Feb 2003
Posts: 195
slacker
Member
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Member
Joined: Feb 2003
Posts: 195
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Got this working and it is cool - I had some issues building the model correctly - here is how I got it going. Import the bmp into med to creat a HMP terrain- import a tileable texture (say 256x256), add skin, import second tileable texture, add skin, import larger TGA (512x,or...)with an alpha channel, do not adapt skin points. Watch your skin numbers, adding a skin does not take you to that skin. should you add mimaps for the tileable skins?? here is a screen shot added some trees and a skycube. What would make this alot better is shadows on the ground. It seems like using a luminance map or multiplying blend mode image with the non-alpha part of the tga image with alpha is a natural place to start any help would be greatly appreciated! Thx for the awesome shader!
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Re: terrain multitexturing shader
[Re: ventilator]
#17342
01/30/04 00:14
01/30/04 00:14
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Joined: Jun 2001
Posts: 2,006 USA
Darkstorm
Senior Expert
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Senior Expert
Joined: Jun 2001
Posts: 2,006
USA
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Quote:
yes, a third texture would be possible! the limit is how many texture stages the hardware supports in one pass and most current cards support 4. for more textures you would have to do multipass rendering which is slow because it's like rendering the terrain several times...
Its me bothering Ventilator again . So, care to enlighten me about adding a third texture? I don't even know eher to start. I wanted to test it out to see how it worked.
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