Posted By: darkinferno
[mtl_terraintex] cant set detail_size ? - 03/19/12 19:59
I'm trying to use mtl_terraintex with a model but am not seeing a difference in tiling, regardless of how i detail_size, could i be overlooking something ?
this seems to be the shader code but i dont see anythng in it that seems to relate to tiling the texture
this seems to be the shader code but i dont see anythng in it that seems to relate to tiling the texture
Code:
////////////////////////////////////////////////////////////////////// // terraintex.fx // Terrain material for an unlimited number of terrain textures // Tiled texture on RGB, mask on alpha Texture entSkin1; // basic tiled terrain texture Texture LightMap; // lightmap created by the map compiler bool PASS_SOLID; // enforce rendering on the solid pass bool AUTORELOAD; ////////////////////////////////////////////////////////////////////// // technique without lightmap technique terraintex { pass multi_repeat11 { ZWriteEnable = True; AlphaBlendEnable = True; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Texture[0] = <entSkin1>; TexCoordIndex[0] = 0; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; Texture[1] = <entSkin1>; TexCoordIndex[1] = 1; ColorArg1[1] = Texture; ColorArg2[1]= Diffuse; ColorOp[1] = Modulate2x; AlphaArg1[1] = Current; AlphaOp[1] = SelectArg1; ColorOp[2] = Disable; AlphaOp[2] = Disable; } } // technique with lightmap technique terraintex_lm { pass multi_repeat11 { ZWriteEnable = True; AlphaBlendEnable = True; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; Texture[0] = <entSkin1>; TexCoordIndex[0] = 0; AlphaOp[0] = SelectArg1; AlphaArg1[0] = Texture; Texture[1] = <LightMap>; TexCoordIndex[1] = 0; ColorArg1[1] = Texture; ColorArg2[1]= Diffuse; ColorOp[1] = AddSigned; AlphaArg1[1] = Current; AlphaOp[1] = SelectArg1; Texture[2] = <entSkin1>; TexCoordIndex[2] = 1; ColorArg1[2] = Texture; ColorArg2[2]= Current; ColorOp[2] = Modulate2x; AlphaArg1[2] = Current; AlphaOp[2] = SelectArg1; ColorOp[3] = Disable; AlphaOp[3] = Disable; } } // fallback if nothing works technique fallback { pass one { } }