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Re: @Steempipe (urgent) [Re: Steempipe] #25166
01/08/05 23:57
01/08/05 23:57
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline
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Locutus_of_Borg  Offline
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L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
I also wait for the dynamic light...
With my terrain, the first midmap does not react on light at all, but the 2nd and 3rd does.. would be great if first would also...
I use your code from above...
THX!

Re: @Steempipe (urgent) [Re: Locutus_of_Borg] #25167
01/09/05 01:26
01/09/05 01:26
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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After I get everything worked out I will put the code up and a demo.

-Added a detailmap to it.



Re: @Steempipe (urgent) [Re: Steempipe] #25168
01/09/05 01:43
01/09/05 01:43
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Looks Great Steempipe! This is very similar to my 2-texture terrain shader, although I didn't do anything with lights or shadowmaps yet (once I add those there will be 4 different terrain rendering quality settings, LOL). Can't wait to see it.


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Re: @Steempipe (urgent) [Re: Rhuarc] #25169
01/09/05 05:56
01/09/05 05:56
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
What is the difference between this terrain shader and the one you released earlier that contained a colormap and 2 detail maps(FFP, very great shader!)?

Last edited by William; 01/09/05 05:56.

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Re: @Steempipe (urgent) [Re: William] #25170
01/09/05 06:02
01/09/05 06:02
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Other one:
Colormap
detail map 1
detail map 2

This one:
Texture map 1
Texture map 2
Shadowmap
Lighting Responsive

Detail maps are a little different than texture maps. A detail map is usually a rather low-saturated texture that goes over a color (the saturation) that is below it. A texture map contains full saturation and is rendered like any other texture. Both are good, it depends on where you use it as to which is better.

-Rhuarc


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Re: @Steempipe (urgent) [Re: Rhuarc] #25171
01/09/05 06:06
01/09/05 06:06
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Maryland, USA
Nice short and accurate answer [Rhuarc], thanks.

Re: @Steempipe (urgent) [Re: Steempipe] #25172
01/09/05 08:54
01/09/05 08:54
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: @Steempipe (urgent) [Re: William] #25173
01/09/05 11:17
01/09/05 11:17
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Posts: 4,608
uh-oh!!! great!
all I need is the code now.
great stuff, steempipe.


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Re: @Steempipe (urgent) [Re: mk_1] #25174
01/10/05 08:46
01/10/05 08:46
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
(It's a bit off topic, but I'll ask it anyways...)
I asked what to use for a multi texture terrain shader based on heights...
Quote:

just use your heightmap as blendmap.




That's really not what I'm looking for, because a) I'm not working with heightmaps (all terrains created in MED from scratch) b) I add some meshdeformation randomness in script c) it is a very very very large terrain (when seen all together, 'cause they are quite small actually ), so the blendmap isn't useful...
Anyone?


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Re: @Steempipe (urgent) [Re: PHeMoX] #25175
01/10/05 08:56
01/10/05 08:56
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
The best way I can suggest is using Destops "HMPSplit". It will generate a BMP Heightmap from an HMP. I've used it and am very happy with it.

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