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Re: Terrain multitexturing shader for PS 1.4 [Re: indiGLOW] #22885
02/11/04 09:47
02/11/04 09:47
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Hey! I really like the mood your environment sets. I am anxiously awaiting the hi-res pics; The fog settings are pretty nice! I have not gotten any great blends and shots done since I am in the process of putting a "demo" together with all the resource's and code that will get someone started if they need a complete example. Along with that there is the "day job", as well as a sidetrip with another shader.

Eric


Re: Terrain multitexturing shader for PS 1.4 [Re: indiGLOW] #22886
02/11/04 11:09
02/11/04 11:09
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
The screens look nice guys but maybe we should think twice before loading the shaders forum down with tons of screen shots. Maybe just post a link to the images or post in showcase and put a link here? This is a coding forum after all.

Re: Terrain multitexturing shader for PS 1.4 [Re: Darkstorm] #22887
02/11/04 18:24
02/11/04 18:24
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
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indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
I am in the middle of making plant/tree models to populate my environment, some of which can be seen in the screen shots, as well as other environment models...

Also I have been working on environment effeects, namely the mist/fog seen in the screen shots, and the rain system. Getting particle effects system to create dynamic rain drops, that splash when they hit something. When it hits this lovely new terrain it looks gorgous, but the only way to show this would be to upload the demo (20+MB), and i am not doing that until I finish the environment stuff....

I have been playing around with the .fx format, it would be fantastic if all the new shader scripts where stored as .fx, as ventilator points out, these can then be adjusted in real time....I have only just got hold of RederMonkey, and I am trying to understand how to 'convert' their shaders into a readable .fx file......

In the meantime, I am going to try to get some higher resolution shots done....oh and the new models......oh and ...and....and.......

@Jeff_Frazer: You are right of course! ...I did post most of my shots in the showcase1 thread, (including a link to our website where most of the pictures are showcased), and the few pictures posted here are for reference and are stored on Our server anyway....but you make a good point. I will keep this in mind



The Art of Conversation is dead : Discuss
Re: Terrain multitexturing shader for PS 1.4 [Re: indiGLOW] #22888
03/29/06 08:20
03/29/06 08:20
Joined: Jun 2005
Posts: 39
Australia
S
Static707 Offline
Newbie
Static707  Offline
Newbie
S

Joined: Jun 2005
Posts: 39
Australia
Does anyone have a terrain mutlitexturing shader that also incorporates normal maps depending on sun position?

eg.
mat_normalmap.skill1=float(sun_pos.x);
mat_normalmap.skill2=float(sun_pos.z);
mat_normalmap.skill3=float(sun_pos.y);

This would be similar to games such as World or Warcraft. In combination with a terrain sewing code it could create huge terrain levels...

Cheers

Static

Re: Terrain multitexturing shader for PS 1.4 [Re: Static707] #22889
03/29/06 11:06
03/29/06 11:06
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
In world of warcraft it's not a shader as intensive as normal map :
it's a specular map shader

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