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Applying shaders to a whole level. #49925
07/23/05 10:49
07/23/05 10:49
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
Expert
FoxHound  Offline OP
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Is there a way to apply a shader to level gemeotry of a whole level?

Thanks

Re: Applying shaders to a whole level. [Re: FoxHound] #49926
07/23/05 12:08
07/23/05 12:08
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
The predefined materials mat_flat and mat_shaded can be used to apply a shader to level geometry. Use effect_load(mat_shaded,"you_effect.fx");


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Re: Applying shaders to a whole level. [Re: mk_1] #49927
07/24/05 04:57
07/24/05 04:57
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
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FoxHound  Offline OP
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Thank you kindly.


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Re: Applying shaders to a whole level. [Re: mk_1] #49928
08/16/05 22:43
08/16/05 22:43
Joined: Aug 2002
Posts: 44
Panama City, FL
S
Specterdragon Offline
Newbie
Specterdragon  Offline
Newbie
S

Joined: Aug 2002
Posts: 44
Panama City, FL
So as a shader noobie... Does this mean that only 2 materials can be defined for level geometry? IOW: I can't have one for concrete (like sidewalks), one for windows, one for metals (lamp posts, mailboxes, etc), and one for brick walls (with parallax mapping) - that would be 4, but I can think of others.

So the rest have to be in model formats? hrmm...

OK... another question:
If using a MAP file, does the entire object get the shader (since it's effectivly an entity)?

One more and I'll be done for now :
Shading level geometry, what decides if it will be mat_flat or mat_shaded? Since it's geometry, it can't be assigned properties like that, can it?


Just thinking out loud, Specterdragon
Re: Applying shaders to a whole level. [Re: Specterdragon] #49929
08/16/05 22:59
08/16/05 22:59
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
For your fist question... You can assign seperate FX files to anything you want to.

For example; By using the d3d_automaterial var, and by creating materials that are named as your textures in the WED texture manager, you can have control over them.

Code:

WAD Tex name Material name
lamppost_tex lamppost_tex
stonewall_tex stonewall_tex
tabooidol_tex tabooidol_tex
etc, etc




** I put a tutorial in the WIKI for doing the level geo. It is in the Titorial section under Effects.

Eric

Re: Applying shaders to a whole level. [Re: Steempipe] #49930
08/17/05 01:51
08/17/05 01:51
Joined: Aug 2002
Posts: 44
Panama City, FL
S
Specterdragon Offline
Newbie
Specterdragon  Offline
Newbie
S

Joined: Aug 2002
Posts: 44
Panama City, FL
excellent.. i'll take a look

I did manage to figure out changing the fixed materials (flat, shaded, etc) per surface on level geo ... Guess I never had a need to dig that deeply into WED


Just thinking out loud, Specterdragon

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