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Fehlermeldung #51446
08/10/05 09:45
08/10/05 09:45
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline OP
Serious User
Nicolas_B  Offline OP
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Joined: Apr 2005
Posts: 1,058
Luzern
Hallo zusammen!

Ich hab in ein Outdoor Level das ich grad am machen bin ein Watershaderer engebaut. Ich hab die Action einem Terrayin zugewiesen. Nun:

1. Das Kompilieren ging gut. Das starten auch.

2. Als das Fenster erschien, kam sofort eine Fehlermeldung:



Was mach ich Falsch? Was bedeutet die Meldung? Wie kann ich den Fehler beheben?
Bitte helft mir

Gruss Imp

Re: Fehlermeldung [Re: Nicolas_B] #51447
08/10/05 10:04
08/10/05 10:04
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
gewöhnt euch alle doch mal an gleich den code zu zeigen

da wird halt irgendwo ein f falsch platziert sein


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Fehlermeldung [Re: ello] #51448
08/10/05 10:14
08/10/05 10:14
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline OP
Serious User
Nicolas_B  Offline OP
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Joined: Apr 2005
Posts: 1,058
Luzern
oh! Sry. Hab ich ganz vergessen:

Code:
 MATERIAL mat_oceanwater
{
flags = tangent;

effect
"
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

texture entSkin1; //first skin is a water texture
texture entSkin2; //second skin is a normalmap
texture entSkin3; //third skin is a texture with blue colors

vector vecSkill41;

technique oceanwater
{
pass p0
{
Texture[0] = <entSkin2>;
Texture[1] = <entSkin2>;
Texture[2] = <entSkin1>;
Texture[3] = <entSkin3>;

VertexShaderConstant[0]={0f,0.5f,1f,2f};
VertexShaderConstant[1]={0.85f,1.7f,3.14f,6.28f};
VertexShaderConstant[2]={0f,0f,0f,0f};
VertexShaderConstant[3]={0.5f,-0.04167f,0.00139f,-0.00002f};
VertexShaderConstant[4]=<matWorldViewProj>;
VertexShaderConstant[8]={0f,0f,0f,1f};
VertexShaderConstant[9]={0f,0f,0f,1f};
VertexShaderConstant[10]={0.98f,0.003f,0f,0f};
VertexShaderConstant[11]={0f,0f,0f,0f};
VertexShaderConstant[12]={0f,0.2f,0f,0f};
VertexShaderConstant[13]={0.45f,0.1f,0.221f,0.04f};
VertexShaderConstant[14]={6.22f,-2.2f,0.55f,2.12f};
VertexShaderConstant[15]={4f,-2.33f,2.5f,0f};
VertexShaderConstant[16]=<vecSkill41>;
VertexShaderConstant[18]={0.1f,0.1f,0.1f,0.1f};
VertexShaderConstant[19]={0.05f,0.055f,0f,1f};
VertexShaderConstant[90]={1f,0f,0f,0f}; //damit oFog gefüllt ist

PixelShaderConstant[1]={0.129f,0.415f,0.864f,0.839f};

VertexShader =
decl
{
stream 0;
float v0[3]; //Position
float v3[3]; //Normal
float v7[3]; //Textur Koordinaten 0
float v8[3]; //Textur Koordinaten 0
}
asm
{
vs.1.1

mul r0, c14, v7.x
mad r0, c15, v7.y, r0

mov r1, c16.x // time...
mad r0, r1, c13, r0 // add scaled time to move bumps according to freq
add r0, r0, c12 // starting time offset
frc r0.xy, r0 // take frac of all 4 components
frc r1.xy, r0.zwzw //
mov r0.zw, r1.xyxy //

mul r0, r0, c10.x // mul by fixup (due to inaccuracy)
sub r0, r0, c0.y // subtract 0.5
mul r0, r0, c1.w // mul tex coords by 2pi (coords range from -pi to pi)

mul r5, r0, r0 // (wave vec)^2
mul r1, r5, r0 // (wave vec)^3
mul r6, r1, r0 // (wave vec)^4
mul r2, r6, r0 // (wave vec)^5
mul r7, r2, r0 // (wave vec)^6
mul r3, r7, r0 // (wave vec)^7
mul r8, r3, r0 // (wave vec)^8

mad r4, r1, c2.y, r0 // (wave vec) ((wave vec)^3)/3!
mad r4, r2, c2.z, r4 // + ((wave vec)^5)/5!
mad r4, r3, c2.w, r4 // ((wave vec)^7/7!

mov r0, c0.z // 1
mad r5, r5, c3.x, r0 // -(wave vec)^2/2!
mad r5, r6, c3.y, r5 // +(wave vec)^4/4!
mad r5, r7, c3.z, r5 // -(wave vec)^6/6!
mad r5, r8, c3.w, r5 // +(wave vec)^8/8!

sub r0, c0.z, c0.x //... 1-wave scale
mul r4, r4, r0 // scale sin
mul r5, r5, r0 // scale cos

dp4 r0, r4, c11 // mul by wave heights

mul r0.xyz, v3, r0 // mul wave mag at this vertex by normal
add r0.xyz, r0, v0 // add to position
mov r0.w, c0.z // homogenous component

m4x4 oPos, r0, c4 // Outpos = ObjSpace * World-view-proj matrix

mul r1, r5, c11 // cos * wave height
dp4 r9.x, -r1, c14 // normal x offset
dp4 r9.yzw, -r1, c15 // normal y offset and tangent offset
mov r5, v3 // starting normal
mad r5.xy, r9, c10.y, r5 //warped normal move nx, ny according to
// cos*wavedir*waveheight
mov r4, v8 // tangent
mad r4.z, -r9.x, c10.y, r4.z // warped tangent vector

dp3 r10.x, r5, r5 // normalize the normal
rsq r10.y, r10.x
mul r5, r5, r10.y

dp3 r10.x, r4, r4 // normalize the tangent
rsq r10.y, r10.x
mul r4, r4, r10.y

mul r3, r4.yzxw, r5.zxyw // xprod to find binormal
mad r3, r4.zxyw, -r5.yzxw, r3


mov r6, c8 // get eye pos into object space
m4x4 r2, r6, c20

sub r2, r2, r0 // find view vector

dp3 r10.x, r2, r2 // normalize view vector
rsq r10.y, r10.x
mul r2, r2, r10.y

mov r0, c16.x
mul r0, r0, c18.xyxy
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT0, r0 // output tex coords

mov r0, c16.x
mul r0, r0, c18.zwzw
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT1, r0.yxzw // output distorted tex coord1

mov oT2, r2 // pass in view vector (world space)
mov oT3, r3 // tangent
mov oT4, r4 // binormal
mov oT5, r5 // normal
mov oFog,c90
};
pixelshader=
asm
{
ps.1.4

def c0, 0.5, 0.5, 0.5, 1.0;

texld r0, t0 // bump map 0
texld r1, t1 // bump map 1
texcrd r2.rgb, t2 // view vec
texcrd r3.rgb, t3 // tangent
texcrd r4.rgb, t4 // binormal
texcrd r5.rgb, t5 // normal

add_d4 r0.xy, r0_bx2, r1_bx2 // scaled avg of 2 bumpmap xy offsets

mul r1.rgb, r0.x, r3 // put bump maps into world space
mad r1.rgb, r0.y, r4, r1
mad r1.rgb, r0.z, r5, r1

dp3 r0.rgb, r1, r2 // V.N
mad r2.rgb, r1, r0_x2, -r2 // R = 2N(V.N)-V

mov_sat r0.rgb, r0_x2 // 2 * V.N (sample over range of 1D map)

phase

texld r2, r2 // env map
texld r3, r0 // index frenel map using 2*N.V

mul r2.rgb, r2, r2 // square env map
+mul r2.a, r2.g, r2.g // use green of env as specular
mul r2.rgb, r2, 1-r0.r // fresnel term
+mul r2.a, r2.a, r2.a // specular ^4

add_d4_sat r2.rgb, r2, r3_x2 // += water color
+mul r2.a, r2.a, r2.a // specular ^8

mad_sat r0, r2.a, c1, r2
};
}
}

technique fallback
{
pass p0
{
TEXTURE[0] = <entSkin1>;
COLOROP[0] = modulate;
}
}
";
}

var count;

ACTION water_fx
{
my.material = mat_oceanwater;
while(1)
{
my.skill41=float(count);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);
count += 0.005*time;
wait(1);
}
}




Re: Fehlermeldung [Re: Nicolas_B] #51449
08/10/05 10:27
08/10/05 10:27
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
wichtig ist es 0.0f (also die .0) hinzufügen wo du keine nachkommastellen hast

ausserdem fehlt hinter effect das gleichzeichen (effect="...";)


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Fehlermeldung [Re: ello] #51450
08/10/05 10:38
08/10/05 10:38
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline OP
Serious User
Nicolas_B  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
Erst mal merci ello.
Der Fehler ist Weg. Aber nun nach dieser 0.0f geschichte schon n neues Problem

Was ist jetzt das

Re: Fehlermeldung [Re: Nicolas_B] #51451
08/10/05 10:52
08/10/05 10:52
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
weil du die decl-sektion falsch hast. das ist dx8 style

vertexshader=
asm{
vs_1_1
dcl_position v0;
dcl_normal v3;
dcl_texcoord0 v7;
dcl_tangent v8;
...

mov oFog,c90.x

}

und dann sind die fehlermeldungen weg;)

Last edited by ello; 08/10/05 10:55.

www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Fehlermeldung [Re: ello] #51452
08/10/05 11:24
08/10/05 11:24
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline OP
Serious User
Nicolas_B  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
Ich hof ich nerv noh nicht mit meinem Gefrage.
Aber:


Re: Fehlermeldung [Re: Nicolas_B] #51453
08/10/05 11:46
08/10/05 11:46
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
siehe vorheriger post:)


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: Fehlermeldung [Re: ello] #51454
08/10/05 12:07
08/10/05 12:07
Joined: Apr 2005
Posts: 1,058
Luzern
Nicolas_B Offline OP
Serious User
Nicolas_B  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,058
Luzern
@ Ello

Ich brings einfach nicht hin. Es kommen immer neue Fehlermeldungen
Der Script den ich erwist hab geht einfach nicht. Kannst du mir einen Funktionierenden Watershaderer entpfelen?
Danke im foraus.

Gruss Imp

Re: Fehlermeldung [Re: Nicolas_B] #51455
08/10/05 13:07
08/10/05 13:07
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
Code:
 
matrix matWorldViewProj;
matrix matWorld;
matrix matWorldView;

texture entSkin1; //first skin is a water texture
texture entSkin2; //second skin is a normalmap
texture entSkin3; //third skin is a texture with blue colors

vector vecSkill41;

technique oceanwater
{
pass p0
{
Texture[0] = <entSkin2>;
Texture[1] = <entSkin2>;
Texture[2] = <entSkin1>;
Texture[3] = <entSkin3>;

VertexShaderConstant[0]={0.0f,0.5f,1.0f,2.0f};
VertexShaderConstant[1]={0.85f,1.7f,3.14f,6.28f};
VertexShaderConstant[2]={0.0f,0.0f,0.0f,0.0f};
VertexShaderConstant[3]={0.5f,-0.04167f,0.00139f,-0.00002f};
VertexShaderConstant[4]=<matWorldViewProj>;
VertexShaderConstant[8]={0.0f,0.0f,0.0f,1.0f};
VertexShaderConstant[9]={0.0f,0.0f,0.0f,1.0f};
VertexShaderConstant[10]={0.98f,0.003f,0.0f,0.0f};
VertexShaderConstant[11]={0.0f,0.0f,0.0f,0.0f};
VertexShaderConstant[12]={0.0f,0.2f,0.0f,0.0f};
VertexShaderConstant[13]={0.45f,0.1f,0.221f,0.04f};
VertexShaderConstant[14]={6.22f,-2.2f,0.55f,2.12f};
VertexShaderConstant[15]={4.0f,-2.33f,2.5f,0.0f};
VertexShaderConstant[16]=<vecSkill41>;
VertexShaderConstant[18]={0.1f,0.1f,0.1f,0.1f};
VertexShaderConstant[19]={0.05f,0.055f,0.0f,1.0f};
VertexShaderConstant[90]={1.0f,0.0f,0.0f,0.0f}; //damit oFog gefüllt ist

PixelShaderConstant[1]={0.129f,0.415f,0.864f,0.839f};

VertexShader =
asm
{
vs_1_1

dcl_position v0; //Position
dcl_normal v3; //Normal
dcl_texcoord0 v7; //Textur Koordinaten 0
dcl_tangent v8; //Textur Koordinaten 0


mul r0, c14, v7.x
mad r0, c15, v7.y, r0

mov r1, c16.x // time...
mad r0, r1, c13, r0 // add scaled time to move bumps according to freq
add r0, r0, c12 // starting time offset
frc r0.xy, r0 // take frac of all 4 components
frc r1.xy, r0.zwzw //
mov r0.zw, r1.xyxy //

mul r0, r0, c10.x // mul by fixup (due to inaccuracy)
sub r0, r0, c0.y // subtract 0.5
mul r0, r0, c1.w // mul tex coords by 2pi (coords range from -pi to pi)

mul r5, r0, r0 // (wave vec)^2
mul r1, r5, r0 // (wave vec)^3
mul r6, r1, r0 // (wave vec)^4
mul r2, r6, r0 // (wave vec)^5
mul r7, r2, r0 // (wave vec)^6
mul r3, r7, r0 // (wave vec)^7
mul r8, r3, r0 // (wave vec)^8

mad r4, r1, c2.y, r0 // (wave vec) ((wave vec)^3)/3!
mad r4, r2, c2.z, r4 // + ((wave vec)^5)/5!
mad r4, r3, c2.w, r4 // ((wave vec)^7/7!

mov r0, c0.z // 1
mad r5, r5, c3.x, r0 // -(wave vec)^2/2!
mad r5, r6, c3.y, r5 // +(wave vec)^4/4!
mad r5, r7, c3.z, r5 // -(wave vec)^6/6!
mad r5, r8, c3.w, r5 // +(wave vec)^8/8!

sub r0, c0.z, c0.x //... 1-wave scale
mul r4, r4, r0 // scale sin
mul r5, r5, r0 // scale cos

dp4 r0, r4, c11 // mul by wave heights

mul r0.xyz, v3, r0 // mul wave mag at this vertex by normal
add r0.xyz, r0, v0 // add to position
mov r0.w, c0.z // homogenous component

m4x4 oPos, r0, c4 // Outpos = ObjSpace * World-view-proj matrix

mul r1, r5, c11 // cos * wave height
dp4 r9.x, -r1, c14 // normal x offset
dp4 r9.yzw, -r1, c15 // normal y offset and tangent offset
mov r5, v3 // starting normal
mad r5.xy, r9, c10.y, r5 //warped normal move nx, ny according to
// cos*wavedir*waveheight
mov r4, v8 // tangent
mad r4.z, -r9.x, c10.y, r4.z // warped tangent vector

dp3 r10.x, r5, r5 // normalize the normal
rsq r10.y, r10.x
mul r5, r5, r10.y

dp3 r10.x, r4, r4 // normalize the tangent
rsq r10.y, r10.x
mul r4, r4, r10.y

mul r3, r4.yzxw, r5.zxyw // xprod to find binormal
mad r3, r4.zxyw, -r5.yzxw, r3


mov r6, c8 // get eye pos into object space
m4x4 r2, r6, c20

sub r2, r2, r0 // find view vector

dp3 r10.x, r2, r2 // normalize view vector
rsq r10.y, r10.x
mul r2, r2, r10.y

mov r0, c16.x
mul r0, r0, c18.xyxy
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT0, r0 // output tex coords

mov r0, c16.x
mul r0, r0, c18.zwzw
frc r0.xy, r0 // frac of incoming time
add r0, v7, r0 // add time to tex coords
mov oT1, r0.yxzw // output distorted tex coord1

mov oT2, r2 // pass in view vector (world space)
mov oT3, r3 // tangent
mov oT4, r4 // binormal
mov oT5, r5 // normal
mov oFog,c90.x
};
pixelshader=
asm
{
ps.1.4

def c0, 0.5, 0.5, 0.5, 1.0;

texld r0, t0 // bump map 0
texld r1, t1 // bump map 1
texcrd r2.rgb, t2 // view vec
texcrd r3.rgb, t3 // tangent
texcrd r4.rgb, t4 // binormal
texcrd r5.rgb, t5 // normal

add_d4 r0.xy, r0_bx2, r1_bx2 // scaled avg of 2 bumpmap xy offsets

mul r1.rgb, r0.x, r3 // put bump maps into world space
mad r1.rgb, r0.y, r4, r1
mad r1.rgb, r0.z, r5, r1

dp3 r0.rgb, r1, r2 // V.N
mad r2.rgb, r1, r0_x2, -r2 // R = 2N(V.N)-V

mov_sat r0.rgb, r0_x2 // 2 * V.N (sample over range of 1D map)

phase

texld r2, r2 // env map
texld r3, r0 // index frenel map using 2*N.V

mul r2.rgb, r2, r2 // square env map
+mul r2.a, r2.g, r2.g // use green of env as specular
mul r2.rgb, r2, 1-r0.r // fresnel term
+mul r2.a, r2.a, r2.a // specular ^4

add_d4_sat r2.rgb, r2, r3_x2 // += water color
+mul r2.a, r2.a, r2.a // specular ^8

mad_sat r0, r2.a, c1, r2
};
}
}

technique fallback
{
pass p0
{
TEXTURE[0] = <entSkin1>;
COLOROP[0] = modulate;
}
}



hier dein code ohne fehlermeldungen.

ansonsten hatte es hier im forum schon mehrere konvertierungen gegeben, einfach die suche benutzen

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