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Questions about terraintex.fx #305271
01/13/10 21:36
01/13/10 21:36
Joined: Feb 2009
Posts: 46
Spain
B
Beker Offline OP
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Beker  Offline OP
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B

Joined: Feb 2009
Posts: 46
Spain
I have read all the relevant information, which was not much, and began to carry out tests but did not manage to obtain results.
I thought 3 images in TGA 32Bits, with an alpha chanel in photoshop, and I entered them in hmp, putting them in the following order...

SKIN0 Alpha 1 (tga,32bits) 512x512
SKIN1 textura ROJA (bmp,16bits) 128x128

SKIN2 Alpha 2 (tga,32bits) 512x512
SKIN3 textura AZUL (bmp,16bits) 128x128

SKIN4 Alpha 3 (tga,32bits) 512x512
SKIN5 textura VERDE (bmp,16bits) 128x128

With this test I wanted to understand a little about the workings of script, based on the information from "http://manual.conitec.net/amaterial2.htm",
it seems very simple but I had no luck. I have the correct version of 3DGS, and I believe the problem will be something daft, but I continue to do the tests without obtaining any result.

Some questions...

- how do you put the textures of MED in order?
- is a configuration in the MANAGE SKIN of the MED required?
- would anyone know where I can download a HMP prepared for this script, in order to see how it should be ordered?


Please do not refer me to the manual, because I have read it over and over again, thanks to everyone!

Re: Questions about terraintex.fx [Re: Beker] #305539
01/15/10 13:07
01/15/10 13:07
Joined: Sep 2003
Posts: 929
Spirit Offline

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Spirit  Offline

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Joined: Sep 2003
Posts: 929
This cant work, the shader needs 32 bit textures, not 16 bits!

Please see the image with the 3 skins in the manual, thats how your skins must look for getting the result shown in the last image on the right side.



The order of skins is lowest skin first, topmost skin last.

Re: Questions about terraintex.fx [Re: Beker] #305579
01/15/10 17:57
01/15/10 17:57
Joined: Feb 2009
Posts: 46
Spain
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Beker Offline OP
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Beker  Offline OP
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Spain
As you can see in the picture did what he told me.



I attached a zipped file with the terrain and textures, someone sees the problem?

http://www.megaupload.com/?d=7DQ5P80A

Re: Questions about terraintex.fx [Re: Beker] #305654
01/16/10 05:08
01/16/10 05:08
Joined: May 2009
Posts: 137
Ohio, U.S.A.
PigHunter Offline
Member
PigHunter  Offline
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Joined: May 2009
Posts: 137
Ohio, U.S.A.
If you are using GED to paint the textures onto your terrain, you don't need to worry about what Spirit said. GED does all of this for you automatically.

Alternatively, what Spirit is talking about, you can create your own textures that match the size of the terrain, and you use the alpha channel to show where you want your RGB texture to be tiled. (White in the alpha is where the texture will show, black is where it will not.) The texture must be the size of the terrain because the alpha channel of the texture will cover it 1 to 1 in order to show where you want your tiled RGB texture to be placed. You then add the textures to the terrain in MED in order from first (lowest) layer to last (highest layer). You can use an unlimited number of textures but the more you use, the slower it becomes. I am currently using just three. Assign the multi texture terrain shader and that's it. You can also adjust the amount/size of the texture tiling with detail_size.

Below are some images that might help out.







Re: Questions about terraintex.fx [Re: Beker] #305690
01/16/10 15:54
01/16/10 15:54
Joined: Feb 2009
Posts: 46
Spain
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Beker Offline OP
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Beker  Offline OP
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Joined: Feb 2009
Posts: 46
Spain
OK, the problem was because of the photoshop cs3, without changing the textures with the Gimp's all right, thank you very much!

Re: Questions about terraintex.fx [Re: Beker] #305691
01/16/10 16:16
01/16/10 16:16
Joined: Feb 2009
Posts: 46
Spain
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Beker Offline OP
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Beker  Offline OP
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Joined: Feb 2009
Posts: 46
Spain
And I realized how little this function is useful if you can not scale the textures, with one texture you can get the same result. It makes no sense to mix 4 or more textures in real time.

Re: Questions about terraintex.fx [Re: Beker] #305734
01/16/10 21:35
01/16/10 21:35
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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JibbSmart  Offline
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Joined: Mar 2006
Posts: 3,538
WA, Australia
No, the alpha is meant to be an unscaled mask, but the RGB channels get scaled down and tiled over the whole terrain.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!

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