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Shader on View entity #86843
08/20/06 19:41
08/20/06 19:41
Joined: Nov 2005
Posts: 149
Vienna, Austria
E
Edgecrusher Offline OP
Member
Edgecrusher  Offline OP
Member
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Joined: Nov 2005
Posts: 149
Vienna, Austria
Hi.

One question. Is it possible to apply a shader on a view entity, and if, then how? I've tried, I use the Specular and normalmapping shader from AUM54 I think. I included specular.wdl in my main file, everything works fine, but when I add the line material = mat_specular in the section for the entity, nothing happens. Then I wanted to add 'tangent' to the flags section, I get the error that tangent is an Invalid flag name. And yes, I copied most of the function from the .wdl inside the script where the view entity is, and I've used the wiki und search function, but found nothing. Thanks in advance.


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Re: Shader on View entity [Re: Edgecrusher] #86844
08/20/06 20:08
08/20/06 20:08
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Dunno what you did but it is certainly possible.


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Re: Shader on View entity [Re: mk_1] #86845
08/20/06 20:18
08/20/06 20:18
Joined: Nov 2005
Posts: 149
Vienna, Austria
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Edgecrusher Offline OP
Member
Edgecrusher  Offline OP
Member
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Joined: Nov 2005
Posts: 149
Vienna, Austria
But how? I'll post the code here

material mat_normalmap
{
flags=tangent;
}

starter init_spec()
{
sleep (3); // wait until the level is loaded
effect_load(mat_normalmap, "normalmap.fx");
mat_normalmap.skill1=float(sun_pos.x);
mat_normalmap.skill2=float(sun_pos.z);
mat_normalmap.skill3=float(sun_pos.y);
}


Entity XM8()
{
type = <xm8.mdl>;
view = camera;
flags=visible,overlay;
material = mat_normalmap;
x = 14;
y = -5.5;
z = -4.5;
scale_x = 2;
scale_y = 2;
scale_z = 2;
pan = 6;
tilt = 5;
roll = 1;
}

Thats all of the relevant code I guess


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