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