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A7 public beta shader problem #217194
07/21/08 21:39
07/21/08 21:39
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
Hey,
recentley I have been working on a relief-mapping shader and was trying to implement the engine's premade shadow/light maps.

In the pre-beta version, the texture would come multiplied by the shadow map but now this is not the case.

After several hours of research and experimentation, I could not find/figure out how to get access to the lightmaps.

so far, I have found a note in the documentation that the entSkin2 SHOULD have the lightmap data, and this is somewhat true. HOWEVER, the data seems to be completely unusable and has no relationship to the actual lightmap as it cannot be transformed by any matrix or custom matrix to resemble the desired lightmap.

If anyone has an idea how to solve this problem please let me know - Mike -


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: A7 public beta shader problem [Re: Foxfire] #217224
07/22/08 02:23
07/22/08 02:23
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
...screenshot of results?

and what texcoord are you using for the lightmap?


xXxGuitar511
- Programmer
Re: A7 public beta shader problem [Re: xXxGuitar511] #217307
07/22/08 15:59
07/22/08 15:59
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
You can access the shadow texture with entSkin2. Also make sure you use texcoord1 for the shadowmap.


Shade-C EVO Lite-C Shader Framework
Re: A7 public beta shader problem [Re: BoH_Havoc] #219651
08/03/08 20:01
08/03/08 20:01
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
No, the problem is that I don't have access to the engine.
The default shader must use some wierd algorithem for shading the surfaces as the light maps are CLEARLY neither accurate nor useful and seem to be "encrypted".

I also have another problem that I'd appreciate if someone answered (I'm about to post it under "engine")
-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Re: A7 public beta shader problem [Re: Foxfire] #219652
08/03/08 20:03
08/03/08 20:03
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
oh, and I've tried both.
I've tried using all 16 texcoords and all 8 with v 3.0 and lower.
For the "UV" I just used what I usually use which are simple pixel cords. translated from world space.


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps

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