Damocles, did you find a modeler yet? Just curious.

OT: I don't want to hijack this post, but Matt, is the code you gave earlier all you need for this?

Code:
 
Skin3=fogmap;

and then in the shader file sample the skin like this (put this right near the other samplers):

texture mtlSkin3;

sampler fogMapSampler = sampler_state
{
Texture = (mtlSkin3);
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = clamp;
AddressV = clamp;
};

and in code for the pixel shader do this at very end, right before the line "return FinalColor;":

float fogmap = tex2D(fogMapSampler,In.MaskCoord);
Finalcolor.rgb*=fogmap;



I would be interested in some hints on how to go about making such a fog of war. I'm not using a multi-texturing shader at the moment, so I'll only need the fog ... In.MaskCoord , is that a pre-defined thing or is this where you tell the shader what coordinates to mask?

Cheers


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