Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (TedMar, AndrewAMD, dr_panther, 1 invisible), 1,186 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Shader wie in Morrowind #30139
07/08/04 23:55
07/08/04 23:55
Joined: Mar 2004
Posts: 202
Germany
zSteam_ Offline OP
Member
zSteam_  Offline OP
Member

Joined: Mar 2004
Posts: 202
Germany
ich hab schon das Aussehen fast hinbekommen aber ich brauch noch eine Verbesserung das Wasser muss sich auf alle fälle bewegen
__________________________________________________________________
bmap waterbump = <waterbump.bmp>;
bmap envspec = <sky1.tga>; // <skycube+6.tga>;


function mtl_ffpwater_1()
{

///////////////////////////////////////////////
// Lets make it scroll in some direction
//

mtl.skill1 += time;
mtl.matrix41 = floatd(mtl.skill1,4000);


}

function mtl_ffpwater_init()
{

mtl.matrix11 = float(1.6);
mtl.matrix22 = float(0.8);

bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);

bmap_to_normals(mtl.skin1,10.5);

bmap_to_cubemap(mtl.Skin2);

mtl.event = mtl_ffpwater_1;

mtl.enable_view = on;

}


material mtl_ffpwater
{
skin1=waterbump;
skin2=envspec;

event = mtl_ffpwater_init;

effect = "

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique makewater
{

pass p0
{

/////////////////////////////////////////
// stage 0 /
/////////////////////////////////////////
Texture[0] = <mtlSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

ColorArg1[0] = Texture;
ColorOp[0] = bumpenvmap;
ColorArg2[0] = current;

TextureTransformFlags[0] = Count2; // | Projected;
TextureTransform[0] = <matMtl>;

///////////////////////////////////////
// stage 1
///////////////////////////////////////
Texture[1] = <mtlSkin2>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

AddressU[1]=Clamp;
AddressV[1]=Clamp;

ColorArg1[1] = Texture;
ColorOp[1] =selectarg1;

TextureTransformFlags[1] =count3 | projected;

texcoordindex[1]= cameraspaceposition | 2; // For cubemap use: cameraspacereflectionvector

colorop[2] = disable;
alphaop[2] = disable;

}

}

technique fallback { pass p0 { } }

";
}

action ffp_water {

my.transparent=on;
my.alpha=90;

my.material = mtl_ffpwater;

}

bmap waterbump = <waterbump.bmp>;
bmap envspec = <sky1.tga>; // <skycube+6.tga>;


function mtl_ffpwater_1()
{

///////////////////////////////////////////////
// Lets make it scroll in some direction
//

mtl.skill1 += time;
mtl.matrix41 = floatd(mtl.skill1,4000);


}

function mtl_ffpwater_init()
{

mtl.matrix11 = float(1.6);
mtl.matrix22 = float(0.8);

bmap_to_mipmap(mtl.skin1);
bmap_to_mipmap(mtl.skin2);

bmap_to_normals(mtl.skin1,10.5);

bmap_to_cubemap(mtl.Skin2);

mtl.event = mtl_ffpwater_1;

mtl.enable_view = on;

}


material mtl_ffpwater
{
skin1=waterbump;
skin2=envspec;

event = mtl_ffpwater_init;

effect = "

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique makewater
{

pass p0
{

/////////////////////////////////////////
// stage 0 /
/////////////////////////////////////////
Texture[0] = <mtlSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

ColorArg1[0] = Texture;
ColorOp[0] = bumpenvmap;
ColorArg2[0] = current;

TextureTransformFlags[0] = Count2; // | Projected;
TextureTransform[0] = <matMtl>;

///////////////////////////////////////
// stage 1
///////////////////////////////////////
Texture[1] = <mtlSkin2>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

AddressU[1]=Clamp;
AddressV[1]=Clamp;

ColorArg1[1] = Texture;
ColorOp[1] =selectarg1;

TextureTransformFlags[1] =count3 | projected;

texcoordindex[1]= cameraspaceposition | 2; // For cubemap use: cameraspacereflectionvector

colorop[2] = disable;
alphaop[2] = disable;

}

}

technique fallback { pass p0 { } }

";
}

action ffp_water {

my.transparent=on;
my.alpha=90;

my.material = mtl_ffpwater;

}


A6 Commercial 6.50.6
Re: Shader wie in Morrowind [Re: zSteam_] #30140
07/12/04 03:01
07/12/04 03:01
Joined: Jul 2004
Posts: 31
Rendering on a Pipeline
Buluen Offline
Newbie
Buluen  Offline
Newbie

Joined: Jul 2004
Posts: 31
Rendering on a Pipeline
cool shader I tested it out and heres a comparison between one of steempipes shaders.
http://www.freewebs.com/buluen/index.htm

Re: Shader wie in Morrowind [Re: Buluen] #30141
07/12/04 03:58
07/12/04 03:58
Joined: Mar 2004
Posts: 202
Germany
zSteam_ Offline OP
Member
zSteam_  Offline OP
Member

Joined: Mar 2004
Posts: 202
Germany
Hi Buluen
can you send me your Bmaps from the shader
my E-Mail: lord_alrik@web.de


A6 Commercial 6.50.6

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1