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Fehlermeldung
#51446
08/10/05 09:45
08/10/05 09:45
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Joined: Apr 2005
Posts: 1,058 Luzern
Nicolas_B
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OP
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Posts: 1,058
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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 ![](/ubbthreads/images/graemlins/smirk.gif) Gruss Imp
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Re: Fehlermeldung
[Re: ello]
#51448
08/10/05 10:14
08/10/05 10:14
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Joined: Apr 2005
Posts: 1,058 Luzern
Nicolas_B
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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); } }
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Re: Fehlermeldung
[Re: ello]
#51450
08/10/05 10:38
08/10/05 10:38
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Joined: Apr 2005
Posts: 1,058 Luzern
Nicolas_B
OP
Serious User
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OP
Serious User
Joined: Apr 2005
Posts: 1,058
Luzern
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Erst mal merci ello. Der Fehler ist Weg. Aber nun nach dieser 0.0f geschichte schon n neues Problem Was ist jetzt das
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Re: Fehlermeldung
[Re: Nicolas_B]
#51451
08/10/05 10:52
08/10/05 10:52
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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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.dequoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
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Re: Fehlermeldung
[Re: Nicolas_B]
#51453
08/10/05 11:46
08/10/05 11:46
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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www.earthcontrol.dequoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
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Re: Fehlermeldung
[Re: ello]
#51454
08/10/05 12:07
08/10/05 12:07
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Joined: Apr 2005
Posts: 1,058 Luzern
Nicolas_B
OP
Serious User
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OP
Serious User
Joined: Apr 2005
Posts: 1,058
Luzern
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@ Ello Ich brings einfach nicht hin. Es kommen immer neue Fehlermeldungen ![](/ubbthreads/images/graemlins/frown.gif) Der Script den ich erwist hab geht einfach nicht. Kannst du mir einen Funktionierenden Watershaderer entpfelen? Danke im foraus. Gruss Imp
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Re: Fehlermeldung
[Re: Nicolas_B]
#51455
08/10/05 13:07
08/10/05 13:07
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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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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