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Re: IceX 2.0 Release Version
[Re: JetpackMonkey]
#71618
09/01/06 16:17
09/01/06 16:17
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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Clip_near is standard, clip_far=45000. Look at this picture; Now when I approach the water: The water is compleet??? Verry ???? Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: JetpackMonkey]
#71620
09/02/06 09:07
09/02/06 09:07
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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The water is a standard terrain (33 x 33 vertices) changed into a model and scaled 15 times (bigger). I have attached the action 'nice_waves' to it from waves on watersurface AUM 34.
EDIT; When I remove the action the water keeps visible al the time.
Can you do something with this info?
Regards, Frits
Last edited by Frits; 09/02/06 09:10.
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: maybenew]
#71622
09/02/06 10:26
09/02/06 10:26
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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In the action 'nice_waves' I have set my.transparent=off; that did the trick. But I like the water transparent so I commented out the parts that I don't need in the wdl file generated by IceX; Code:
///////////////////////////////////////////// //Script generated by IceX 2.0 Editor//////// /////////////////////////////////////////////
//bitmaps bmap detail_texture1=<icx_detail1.tga>; bmap detail_texture2=<icx_detail2.tga>; bmap detail_texture3=<icx_detail3.tga>; bmap detail_texture4=<icx_detail4.tga>; //variables var d3d_autotransparency = on; var d3d_mipmapping = 0; ////defines //define _alpha_sort, flag1; //functions function mtl_terrain_multitex_init(); //function mtl_entity_alpha_init(); //material for terrain material mtl_terrain_multitex { skin1 = detail_texture1; skin2 = detail_texture2; skin3 = detail_texture3; skin4 = detail_texture4; event = mtl_terrain_multitex_init; } ////material for entities //material mtl_entity_default //{ // emissive_blue = 0; // emissive_red = 0; // emissive_green = 0; // ambient_blue = 150; // ambient_red = 150; // ambient_green = 150; // specular_blue = 0; // specular_red = 0; // specular_green = 0; // power = 1; // albedo = 15; //} ////material for entities with tga skin //material mtl_entity_alpha //{ // emissive_blue = 0; // emissive_red = 0; // emissive_green = 0; // ambient_blue = 150; // ambient_red = 150; // ambient_green = 150; // specular_blue = 0; // specular_red = 0; // specular_green = 0; // power = 1; // albedo = 15; // // event=mtl_entity_alpha_init; // effect // " // texture entSkin1; // dword mtlSkill1; // // technique t1 // { // pass p0 // { // Texture[0]=<entSkin1>; // ZWriteEnable=True; // AlphaBlendEnable=False; // AlphaTestEnable=True; // AlphaRef=<mtlSkill1>; // AlphaFunc=Greater; // CullMode=CCW; // ColorArg1[0]=Texture; // ColorOp[0]=Modulate2X; // ColorArg2[0]=Diffuse; // } // } // "; //} //initialising level starter init_level { level_load("first_level.wmb"); wait(2); fog_color = 1; camera.fog_start = 100; camera.fog_end = 30000; camera.clip_near = 5; camera.clip_far = 45000; effect_load(mtl_terrain_multitex, "mtl_multitex.fx"); bmap_to_mipmap(mtl_terrain_multitex.skin1); bmap_to_mipmap(mtl_terrain_multitex.skin2); bmap_to_mipmap(mtl_terrain_multitex.skin3); bmap_to_mipmap(mtl_terrain_multitex.skin4); } //function for terrain material function mtl_terrain_multitex_init { mtl.matrix11 = float(32); mtl.matrix22 = float(32); } ////function for entity tga material //function mtl_entity_alpha_init //{ // mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888); //} // ////action for entity //action f_entity_default //{ // //material // IF(my._alpha_sort == 0){ my.material=mtl_entity_default; } // IF(my._alpha_sort == 1){ my.material=mtl_entity_alpha; } //} action icx_terrain { my.material=mtl_terrain_multitex; my.polygon=on; c_updatehull(my,1); }
set the my.transparent=on in the action nice_waves, but then the same problem occurs, so how can I get my water transparent without the discribed happenings?? Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: Frits]
#71623
09/02/06 10:36
09/02/06 10:36
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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Quote:
add my.transparent = off; my.flare = off; to the terrain action. this should do the trick.
Try what maybenew said.
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Re: IceX 2.0 Release Version
[Re: Xarthor]
#71624
09/02/06 10:40
09/02/06 10:40
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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First line; Quote:
In the action 'nice_waves' I have set my.transparent=off; that did the trick.
How about that?
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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