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Re: Shader Effect questions
[Re: JibbSmart]
#151958
09/04/07 05:48
09/04/07 05:48
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Posts: 1,558 HK
vlau
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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.
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Re: Shader Effect questions
[Re: jcl]
#151960
09/04/07 08:53
09/04/07 08:53
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vlau
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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.
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Re: Shader Effect questions
[Re: jcl]
#151962
09/04/07 15:57
09/04/07 15:57
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Posts: 1,558 HK
vlau
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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?
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Re: Shader Effect questions
[Re: vlau]
#151963
09/04/07 17:25
09/04/07 17:25
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vlau
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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.
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