hi! hope u dont mind me that i first give you the shots:

and two closer looks
and here the script i used, i commented out the different versions. simply uncomment and comment to swap between effects. and go and play around there. change instructions for example and look what happens. most differencies above came up when changing only one instruction
bmap nmap1=<nmap1.tga>;
view render1 { //generate ultimate camera fx - view
layer = 10;
pos_x = 0;
pos_y = 0;
size_x = 512;
size_y = 384;
arc = 90;
aspect = 1;
offset_x = 0;
offset_y = 0;
ambient = 0; //ajust the brightness of ultimate camera fx
fog = 0;
clip_near=1;
clip_far=2000;
flags = visible;
}
view render2 { //generate ultimate camera fx - view
layer = 11;
pos_x = 0;
pos_y = 0;
size_x = 512;
size_y = 384;
arc = -90;
aspect = 1;
offset_x = 0;
offset_y = 0;
ambient = 0; //ajust the brightness of ultimate camera fx
fog = 0;
clip_near=1;
clip_far=2000;
flags = visible;
}
material mat_screen {
ambient_red=2;
ambient_green=12;
ambient_blue=49;
diffuse_red=69;
diffuse_green=51;
diffuse_blue=12;
specular_red=69;
specular_green=69;
specular_blue=69;
emissive_red=58;
emissive_green=56;
emissive_blue=55;
power=7;
skin1=nmap1;
scale1=.1;
effect="
texture entSkin1;
texture entSkin2;
texture mtlSkin1;
//content //register cn
matrix matWorld; //c0
matrix matView; //c4
matrix matViewInv; //c8
matrix matProj; //c12
matrix matWorldView; //c16
matrix matWorldViewProj; //c20
matrix matViewProj; //c24
matrix matMtl; //c28
vector vecSunDir; //c29
vector vecAmbient; //c30
vector vecDiffuse; //c31
vector vecSpecular; //c32
vector vecEmissive; //c33
vector vecTime; //c34
vector vecFog; //c35
vector vecLight; //c36
vector vecViewPort; //c37
vector vecViewPos; //c38
vector vecViewDir; //c39
vector vecCycle; //c40
vector vecSkill41; //c41
technique render_to_texture {
pass p0 {
Texture[0] = <entSkin1>;
Texture[1] = <entSkin2>;
Texture[2] = <mtlSkin1>;
CullMode=1; // show every side of a polygon
ShadeMode=0; //0=smooth 1=flat shaded
FillMode=0; //0=filled 1=points 2=lines
VertexShaderConstant[20]=<matWorldViewProj>;
VertexShaderConstant[36]=<vecLight>;
VertexShaderConstant[28]=<matMtl>;
VertexShaderConstant[31]=<vecDiffuse>;
VertexShaderConstant[34]=<vecTime>;
VertexShaderConstant[40]=<vecCycle>;
VertexShader=
decl
{
stream 0;
float v0[3];
float v3[3];
float v7[3];
float v8[3];
}
asm
{
vs.1.1
m4x4 oPos,v0,c20
sub r0,c36,v0
dp3 r0.w,r0,r0
rsq r0.w,r0.w
mul r0,r0,r0.w
mov oT0,v7
// add oT0,v7,c40 //use for motion if pass p1 is 'on'
mov oT1,v7
mov oD0,r0
add oT2,v7,c28
};
PixelShaderConstant[0]=<vecTime>;
PixelShaderConstant[1]=<vecCycle>;
PixelShader=
asm {
// colored(t3) and b/w(t1,t2) texture blend
ps.1.4
texld r0,t0
texld r1,t1
texcrd r2.rgb,t2
bem r3.rg,r0,r2
phase
texld r0,t0
texld r1,t1
texld r2,t2
texld r3,t3
add_d2 r0,1-r0,r1
//mul_x2 r0,r0,v0
dp3 r0,r0,r2
add r4,r0,r3
mul r0,r0,r2
add r0,r0,r4
// black and white texture blender
// ps.1.4
//
// texld r0,t0
// texld r1,t1
// texld r2,t2
//
// add_d2 r0,1-r0,r1
// add r0,r0,v0
// dp3 r0,r0,r2
//red metal with colorflake
// ps.1.4
//
// texld r0,t0
// texld r1,t1
// texld r2,t2
//
// add_d2 r0,1-r0,r1
// //add r0,r0,v0
// sub_x2 r0,r0,r2
//color_plate
// ps.1.3
//
// tex t0
// tex t1
// texcoord t2
// lrp r0,t0,t1,1-t2
};
}
// pass p1 {
// Texture[0] = <entSkin1>;
// Texture[1] = <entSkin2>;
// Texture[2] = <mtlSkin1>;
//
//
// CullMode=1; // show every side of a polygon
// ShadeMode=0; //0=smooth 1=flat shaded
// FillMode=0; //0=filled 1=points 2=lines
// VertexShaderConstant[20]=<matWorldViewProj>;
// VertexShaderConstant[36]=<vecLight>;
// VertexShaderConstant[28]=<matMtl>;
// VertexShaderConstant[31]=<vecDiffuse>;
// VertexShaderConstant[34]=<vecTime>;
// VertexShaderConstant[40]=<vecCycle>;
// VertexShaderConstant[41]={0.60,0.69,0.69,0.69};
//
// VertexShader=
// decl
// {
// stream 0;
// float v0[3];
// float v3[3];
// float v7[3];
// float v8[3];
// }
// asm
// {
// vs.1.1
// m4x4 oPos,v0,c20
//
// sub r0,c36,v0
//
// dp3 r0.w,r0,r0
// rsq r0.w,r0.w
// mul r0,r0,r0.w
//
// mov oT0,v7
// add oT1,v7,c34
// mov oD0,r0
//
// add oT2,v7,c40
//
// };
// PixelShaderConstant[0]=<vecTime>;
// PixelShaderConstant[1]=<vecCycle>;
// PixelShader=
// asm {
//
// //color_plate
// ps.1.3
//
// tex t0
// tex t1
// texcoord t2
// lrp r0,t2,t1,t0
// };
// }
}
";
}
action screen_func {
my.material=mat_screen;
my.metal=1;
my.transparent=0;
while(1) {
vec_set(render1.x,my.x);
vec_set(render1.pan,camera.pan);
vec_set(render2.x,camera.x);
vec_set(render2.pan,camera.pan);
render1.tilt+=10;
render2.tilt+=10;
render1.bmap=bmap_for_entity(my,0);
render2.bmap=bmap_for_entity(my,1);
wait(1);
}
}
have fun! btw u may want to use some panning on the objects