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reflective shiny level blocks? #40569
02/05/05 02:49
02/05/05 02:49
Joined: Jul 2004
Posts: 74
Inside Maya
S
Sichlid Offline OP
Junior Member
Sichlid  Offline OP
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S

Joined: Jul 2004
Posts: 74
Inside Maya
hi ,

I own the commercial A6 version and i want to have a
shiny level surface like in NFS : underground ..is it possible to
do that through Shaders on LEVEL blocks.

if it cant be done on level blocks can it still be done on map entities ?


I need to make a cool small demo which needs to be shown to prospective clients
so any help would be highly thankful


Best Regards, Sichlid
Re: reflective shiny level blocks? [Re: Sichlid] #40570
02/06/05 06:21
02/06/05 06:21
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Stansmedia  Offline
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Posts: 1,524
Canada
Can't say it isn't possible, but I can't say anyone would attempt something that advanced/complex. I think that NFS:Underground went a little beyond just relying on shaders.

edit: Unless of course you mean something like this:

http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=425800&page=12&view=collapsed&sb=5&o=&fpart=1#425800

Last edited by bloodred; 02/06/05 06:25.

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Re: reflective shiny level blocks? [Re: Stansmedia] #40571
02/06/05 06:41
02/06/05 06:41
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Sure you can do this.. but you must either own the Pro version to use render to texture, or you must write a Dll that can do it.

Re: reflective shiny level blocks? [Re: Matt_Aufderheide] #40572
02/06/05 11:55
02/06/05 11:55
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Yes it is fully possible, do you want a shiny wet effect on the blocks or an environment map?
You can also do these on models

Re: reflective shiny level blocks? [Re: Matt_Coles] #40573
02/06/05 14:37
02/06/05 14:37
Joined: Jul 2004
Posts: 74
Inside Maya
S
Sichlid Offline OP
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Sichlid  Offline OP
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Joined: Jul 2004
Posts: 74
Inside Maya
Actually i need shiny ( need not be reflective in real time) and this effect
should be on level blocks.

like wet Shiny but not very very wet.


Best Regards, Sichlid
Re: reflective shiny level blocks? [Re: Sichlid] #40574
02/06/05 14:57
02/06/05 14:57
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Posts: 893
Melbourne, Australia
Ok, here's the code, just follow the steps:

Save the following as specmap_level.fx:


matrix matWorldViewProj;
matrix matWorld;

texture mtlSkin1;
texture entSkin1;
texture entSkin2;
texture entSkin3;
texture mtlSkin4;
vector vecLight;
dword mtlSkill1;
matrix matMtl;
technique envcube
{
pass p0
{
Texture[0] = <mtlSkin1>;
Texture[1] = <mtlSkin4>;
Texture[2] = <entSkin1>;
Texture[3] = <entSkin2>;

BumpEnvMat00[0] = 0.5f;
BumpEnvMat01[0] = 0.0f;
BumpEnvMat10[0] = 0.0f;
BumpEnvMat11[0] = 0.5f;
TextureFactor = 0x9f0f0f0f;
ColorArg1[0] = Texture;
ColorArg2[0] = TFactor;
ColorOp[0] = BumpEnvMap;
TexCoordIndex[0]=1;
TexCoordIndex[1] =1 ;
TextureTransformFlags[1] = Count3;
TextureTransform[1] = <matMtl>; // transform camera space back to world space
ColorArg1[1] = Texture;
ColorArg2[1] = Current;
ColorOp[1] = BlendFactorAlpha;

COLOROP[2] = AddSigned;
COLORARG1[2] = Texture;
COLORARG2[2] = Current;
TexCoordIndex[2] =1;

COLOROP[3] = Modulate4x;
COLORARG1[3] = Texture;
COLORARG2[3] = Current;
TexCoordIndex[3] =0;
magFilter[2]=Linear;
minFilter[2]=Linear;
mipFilter[2]=Linear;
magFilter[1]=Linear;
minFilter[1]=Linear;
mipFilter[1]=Linear;
magFilter[0]=Linear;
minFilter[0]=Linear;
mipFilter[0]=Linear;
magFilter[3]=Linear;
minFilter[3]=Linear;
mipFilter[3]=Linear;
}
}


Save the following as Shaders.wdl

// Rename all textures to your own
// yourenv_map can stay the same for all textures and is a sparkly sort of texture

bmap yourenv_map=<yourenv_map.tga>;
bmap yourDOT3map, <yourDOT3map.tga>;
bmap yourtexture = <yourtexture.bmp>;

material yourwadtexturename
{
skin1=yourDOT3map;
Skin3=yourtexture;
skin4=yourenv_map;
flags = tangent;
}

starter load_shaders()
{
d3d_automaterial=1;
effect_load(yourwadtexturename,"specmap_level.fx");
}

Re: reflective shiny level blocks? [Re: Matt_Coles] #40575
02/08/05 00:34
02/08/05 00:34
Joined: Jul 2004
Posts: 74
Inside Maya
S
Sichlid Offline OP
Junior Member
Sichlid  Offline OP
Junior Member
S

Joined: Jul 2004
Posts: 74
Inside Maya
thanks for the code matt_coles..but the code doesnt seem to work.
I am using the code on LEVEL BLOCKS and also the blocks are all SHADED.

Do I need to make the blocks FLAT ?


Best Regards, Sichlid
Re: reflective shiny level blocks? [Re: Sichlid] #40576
02/08/05 11:19
02/08/05 11:19
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
No, it needs to be shaded blocks. What's the error it comes up with? Is your actual texture you're trying to assign the shader to in a wad file or folder (should be in a wad) and the normal map and a copy of your main texture + env_map located in your main project folder?

Could you post a copy of the code you've got based around the shader if it is still unresolved by the above solutions

I might post a demo on Planet Acknex which'll help you and others to use it if you want.

Regards,

Matt Coles

Re: reflective shiny level blocks? [Re: Matt_Coles] #40577
02/08/05 11:39
02/08/05 11:39
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Stansmedia  Offline
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Joined: Mar 2003
Posts: 1,524
Canada
I tried your code, Matt, and it comes up with the error:

" Error in effect: Brick "

Brick in my case, is the texture im assigning the shader to.

Code:

bmap yourenv_map=<spheresky2+6.tga>;
bmap yourDOT3map, <brick_normDOT3.tga>;
bmap yourtexture = <brick.tga>;

material brick
{
skin1=yourDOT3map;
Skin3=yourtexture;
skin4=yourenv_map;
flags = tangent;
}

function main()
{
d3d_anisotropy = 0;
fps_max = 100;
shadow_stencil = on;
d3d_automaterial=1;
var d3d_automaterial=1;
effect_load(spec_bump_model,"spec_bump_model.fx");
effect_load(brick1,"spec_bump_world.fx");
effect_load(brick,"specmap_level.fx");
wait(5);
level_load("bump_map.wmb");
wait(3);
}



Perhaps theirs a problem with the fx file?


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Re: reflective shiny level blocks? [Re: Stansmedia] #40578
02/08/05 11:42
02/08/05 11:42
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Stansmedia  Offline
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Joined: Mar 2003
Posts: 1,524
Canada
That makes sense with the render to texture. Hmm, learn something new everyday.


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