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Shader Effect questions #151955
09/03/07 15:55
09/03/07 15:55
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline OP
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vlau  Offline OP
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Joined: Aug 2005
Posts: 1,558
HK
Hi jcl,

The fx_water_mirror effect in mtlFX.c didn't work until changing
line 503 : mtlfx_mirrorvisible = 0 to = 1, will it be fixed in
the next update?

I can't get the fx_water_env effect to work with my A7 Com, is it
available for Pro version only?

Thanks.

Re: Shader Effect questions [Re: vlau] #151956
09/03/07 16:25
09/03/07 16:25
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Germany
fx_water_mirror is just for pro (because rtt) and fx_water_env should work also for com

Re: Shader Effect questions [Re: Scorpion] #151957
09/04/07 03:23
09/04/07 03:23
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
a7 com has rtt


Formerly known as JulzMighty.
I made KarBOOM!
Re: Shader Effect questions [Re: JibbSmart] #151958
09/04/07 05:48
09/04/07 05:48
Joined: Aug 2005
Posts: 1,558
HK
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vlau Offline OP
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vlau  Offline OP
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Posts: 1,558
HK
Quote:


fx_water_mirror is just for pro (because rtt) and fx_water_env should work also for com





Actually I got fx_water_mirror to work but not fx_water_env with the same
water terrain, and I have A7.05.4 Com.

Re: Shader Effect questions [Re: vlau] #151959
09/04/07 08:46
09/04/07 08:46
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
There was a bug in mtlfx.c:

if (is(my,CLIPPED))

must be replaced by

if (!is(my,CLIPPED))

Re: Shader Effect questions [Re: jcl] #151960
09/04/07 08:53
09/04/07 08:53
Joined: Aug 2005
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vlau Offline OP
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vlau  Offline OP
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Thanks for updated code. And what about fx_water_env?

The problem is the water terrain is invisible.


Last edited by vlau; 09/04/07 08:55.
Re: Shader Effect questions [Re: vlau] #151961
09/04/07 08:54
09/04/07 08:54
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
Should work just as before with the mtlfx.wdl.

Re: Shader Effect questions [Re: jcl] #151962
09/04/07 15:57
09/04/07 15:57
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline OP
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vlau  Offline OP
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Here is the screenshot to show how I place my water terrain in WED


Here is the result :



Run with mtlFX.wdl->fx_water_env, but still the same as mtlFX.c
Am I missed something?

Re: Shader Effect questions [Re: vlau] #151963
09/04/07 17:25
09/04/07 17:25
Joined: Aug 2005
Posts: 1,558
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V
vlau Offline OP
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Oh I found what I've missing after digging the code, I'm missed
the "skycube+6.tga". It shows the ripple water now when I include
the search path for this image file. But if I write my own sky
definition and add a hollow cube (sky flag checked) in WED, the
water terrain is invisible again.

Quote:


//desc: Environment reflection with ripple effect.
/// To be assigned to a water terrain, like water.hmp.
/// Skin1 contains a bump map for the water ripples.
/// If the level map contains a sky cube, it is used
/// for the reflection, otherwise a default sky is used.
/// Transparency is set through Albedo.
/// Required: A6.50+ Pro, VS 1.1, PS 1.1





Quoted from the mtlFX.wdl. I think I'm allowed to use my own
skycube with fx_water_env.

Last edited by vlau; 09/04/07 18:46.
Re: Shader Effect questions [Re: vlau] #151964
09/05/07 09:02
09/05/07 09:02
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
It must be a six-sided sky cube. Two-sided sky domes won't work for environment mapping. The mtlFX script first checks if the level has a sky cube; only when no sky cube exists in the level it takes the default sky.

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