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Re: leveltexture detailmaps / or multitextures [Re: mk_1] #28322
06/03/04 03:12
06/03/04 03:12
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
probably you have a geforce2? it doesn't have 3 texture stages. the effect would have to be done in two passes...

Re: leveltexture detailmaps / or multitextures [Re: ventilator] #28323
06/03/04 03:34
06/03/04 03:34
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
Developer
Alkai  Offline
Developer

Joined: Jan 2004
Posts: 585
Alexandria, VA
Very nice! Thanks ello!


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Re: leveltexture detailmaps / or multitextures [Re: Alkai] #28324
06/03/04 04:10
06/03/04 04:10
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
I only have two texture stages. Could someone PLEASE rewrite the code?


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Re: leveltexture detailmaps / or multitextures [Re: mk_1] #28325
06/03/04 15:16
06/03/04 15:16
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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Joined: Oct 2002
Posts: 8,939
planet.earth
try this:
Code:
 

bmap detailmap=<bark.bmp>; //use your detailmap
material brickdark { //replace by your textures name
skin1=detailmap;
effect="
matrix matMtl;
texture entSkin1;
texture entSkin2;
texture mtlSkin1;
technique tree_stages_one_pass {
pass p0 {
///////////////////////////////////////////standard a6 rendering
Texture[0]=<entSkin2>; //get the lightmap
ColorOp[0] = add;
ColorArg1[0] = texture;
ColorArg2[0] = diffuse;
Texture[1]=<entSkin1>; //get the level texture
ColorOp[1] = modulate2x;
ColorArg1[1] = texture;
ColorArg2[1] = current;
//AddressU[1] = mirror; // try mirrored texture
//AddressV[1] = mirror;
///////////////////////////////////////////detail map starts here
Texture[2]=<mtlSkin1>;
ColorOp[2] = addsigned;
ColorArg1[2] = texture;
ColorArg2[2] = current;
TextureTransformFlags[2] = count3;
TextureTransform[2] = <matMtl>;
TexCoordIndex[2]=1;
}
}
technique two_stages_two_passes {
pass p0 {
///////////////////////////////////////////standard a6 rendering
Texture[0]=<entSkin2>; //get the lightmap
ColorOp[0] = add;
ColorArg1[0] = texture;
ColorArg2[0] = diffuse;
Texture[1]=<entSkin1>; //get the level texture
ColorOp[1] = modulate2x;
ColorArg1[1] = texture;
ColorArg2[1] = current;
//AddressU[1] = mirror; // try mirrored texture
//AddressV[1] = mirror;
}
pass p1 {
AlphaBlendEnable=1;
SrcBlend=one;
DestBlend=one;
///////////////////////////////////////////standard a6 rendering
Texture[0]=<entSkin2>; //get the lightmap
ColorOp[0] = add;
ColorArg1[0] = texture;
ColorArg2[0] = diffuse;
Texture[1]=<mtlSkin1>;
ColorOp[1] = addsigned;
ColorArg1[1] = texture;
ColorArg2[1] = current;
TextureTransformFlags[1] = count3;
TextureTransform[1] = <matMtl>;
TexCoordIndex[1]=1;
}
}
";
}



atention: better use addsigned in the second technique, code above has been changed

Last edited by ello; 06/03/04 16:25.
Re: leveltexture detailmaps / or multitextures [Re: ello] #28326
06/03/04 19:36
06/03/04 19:36
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
Sieht super aus, alledings wäre es nicht schlecht wenn das ganze mit Mipmps ablaufen würde. Es flimmert ziemlich stark.

Re: leveltexture detailmaps / or multitextures [Re: innovater] #28327
06/03/04 20:52
06/03/04 20:52
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
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ello  Offline OP
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Posts: 8,939
planet.earth
tja, falls es wer hinkriegt. wenn ich mipfilter[2] (bzw[1] im pass p1) auf anisotropic setze wird sehr hell und seltsam. ansonsten passiert bei linear und point nix.

also. wenns wer schafft kann er/sie den thread hier ja ergänzen.

Re: leveltexture detailmaps / or multitextures [Re: ello] #28328
06/03/04 21:22
06/03/04 21:22
Joined: Jun 2003
Posts: 152
germany
innovater Offline
Member
innovater  Offline
Member

Joined: Jun 2003
Posts: 152
germany
Theoretisch könnte man doch jede einzelne Map(Mipmap) manuel generieren(deklarieren im script). Noch intresannter wäre es allerdings wenn diese Deteilmap erst ab einer bestimmten Entfernung zu sehen wäre, was glaube ich auch in Spielen verwendet wird. Dann würde die deklaratien von Mipmaps entfallen.

Re: leveltexture detailmaps / or multitextures [Re: innovater] #28329
06/04/04 21:07
06/04/04 21:07
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Funktioniert immer noch nicht.


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Re: leveltexture detailmaps / or multitextures [Re: mk_1] #28330
06/05/04 18:42
06/05/04 18:42
Joined: Feb 2004
Posts: 130
Germany, Cologne
3DM_SunsetDown Offline
Member
3DM_SunsetDown  Offline
Member

Joined: Feb 2004
Posts: 130
Germany, Cologne
Hi,
Also bei mir funktioniert es wunderbar.
Vieleicht liegts an der Grafikkarte.
Ich habe eine ATI Radeon 9700.


MfG 3d-master
Re: leveltexture detailmaps / or multitextures [Re: 3DM_SunsetDown] #28331
06/05/04 22:39
06/05/04 22:39
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Woran sollte es sonst liegen? Das Problem ist, dass ich nicht weiß, wieso.


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