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Template Multitexture Implementation. #42645
03/14/05 23:21
03/14/05 23:21
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
Hi ,

I have been trying to implement the New MtlTerrainMulti.

I have implemented the effect and it looks good.

I have put 3 skins on the Terrain. Here is a description of every skin.


1. skin1 (bmp format) : R Channel - Totally black for base texture ( i.e. skin3that ).
G Channel - some parts white and base black for skin2 to appear ( i.e. on white parts).
B Channel - The Shadow map of skin2..the more black the more "shadowed".


2. skin2 (bmp Format) : a normal bmp texture.

3. skin3 (bmp format) : a normal bmp texture.

As documented in the WDL file :

///////////////////////////////////////
// Title: Terrain multitexture material
// Conitec / jcl 2004
/////////////////////////////////////////
// Blends 3 textures together, according to
// the red and green channel in the first skin.
// The blue channel can be used for a shadow map.

// Skin1 - Terrain RGB blend & shadow mask
// Skin2 - Base terrain texture
// Skin3 - Red channel masked tiled texture
// Skin4 - Green channel masked tiled texture
// Skin5 - Replacement base texture for non-shader hardware
// Skin6 - Replacement detail texture for non-shader hardware

// Skill41 - Skin2 scale, float(1..50)
// Skill42 - Skin3 scale, float(1..50)
// Skill43 - Skin4 scale, float(1..50)
// Skill44 - ambient, float(-1..1)

Now there are some questions that I havent been able to solve in my experimentation:

q1. Why is that in my terrain ( implemented and seen in Level) ..I see skin3 where i shud see skin2..though
as long as the effect is there ..it doesnt matter.

q2. What does RED channel masked texture mean ?

I need to have atleast 3 textures as mentioned in the documentation of the WDL file to be implemented and have run out
of ideas now as how to do it..so please can someone point in the right direction.

Thanks in Advance,


Best Regards, Sichlid
Re: Template Multitexture Implementation. [Re: Sichlid] #42646
03/14/05 23:47
03/14/05 23:47
Joined: Oct 2000
Posts: 1,543
Germany
A
Alexander Esslinger Offline
Senior Developer
Alexander Esslinger  Offline
Senior Developer
A

Joined: Oct 2000
Posts: 1,543
Germany
"RED channel masked texture" means the texture that is controlled by the red-channel of the first texture (here it is the third texture).

To get 3 textures blend together set the GREENMASK flag (eg. just leave the "#define GREENMASK" line uncommented), so you get another texture you can controll through the green-channel.

Re: Template Multitexture Implementation. [Re: Alexander Esslinger] #42647
03/23/05 17:21
03/23/05 17:21
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 alexander for the help.

I have implemented as what you said and as what is written in the WDL file

But I am not able to get the skin2 ( base texture) to show up in the terrain.

I do get skin3 , skin4 and shadowmap by using masking in the RGB channels
of skin1 but I'm not able to see the Skin2 ( base texture)..therfore still i have only 2 textures on the terrain....

Anybody knows how to do it ?


Best Regards, Sichlid
Re: Template Multitexture Implementation. [Re: Sichlid] #42648
03/23/05 18:08
03/23/05 18:08
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
If you can PM me a link with your blending map, the hmp, and the multitexture WDL you are using for the terrain, I can take a look.


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