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6.4 - Shaders and the future. #61868
01/12/06 18:47
01/12/06 18:47
Joined: Apr 2004
Posts: 83
DWilki Offline OP
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DWilki  Offline OP
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Joined: Apr 2004
Posts: 83
I've been working with version 6.4 beta. Lots of great changes here. I have a few questions that I cant seem to find answers to:

I've tried attaching an FX file to a model in MED. Effects that otherwise work from script dont seem to as attached in MED. Is the ability to attach and FX file a future features, or even if attached, should I go ahead and use effect_load and create a material? I thought this feature would allow me to attach a shader to each texture? Any documentation?

I'd like to thank everyone for the great shaders they have contributed to the community. It seems that most of the normalmapping shaders require a new material to be created for each texture referenced. With the new ability (6.4) of supporting multiple textures per model, is it possible to create a normal mapping shader that does the following:

1) References the Colormap and alpha from each texture applied to the model
2) References the Normal map as an external file (named the same as the colormap with a _n for example) in the models directory
3) This FX shader would be attached in the Manage Skins dialogue under Skin Settings/Effect Setup to any texture you like in the Skin Editor so you could model a large geometry based level with multiple textures and apply the shader only to specific textures.

I hope I have been clear. I'm wondering if we will have the ability to apply shaders to individual textures in models that have multiple textures. It seems to me that this is where MED is going with the new Manage Skins dialogue.

Re: 6.4 - Shaders and the future. [Re: DWilki] #61869
01/12/06 20:26
01/12/06 20:26
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

t seems that most of the normalmapping shaders require a new material to be created for each texture referenced.




This is not the case (except maybe for level blocks, but you should not use shaders on level blocks, as they dont work well, or even corectly becasue of tangent errors). But for all models, terrains, etc, you can have one material and apply it to every model. The way it uses specific textures is through the preset names, like entSkin1,entSkin2, etc. The normal mapping shaders I have posted all do this.


Sphere Engine--the premier A6 graphics plugin.
Re: 6.4 - Shaders and the future. [Re: Matt_Aufderheide] #61870
01/12/06 22:15
01/12/06 22:15
Joined: Apr 2004
Posts: 83
DWilki Offline OP
Junior Member
DWilki  Offline OP
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Joined: Apr 2004
Posts: 83
I see. I've looked at your latest shader and I now see how the skins are attached.

I just find that the ability to attach FX files in MED (6.4) is confusing as it's not well documented and it's easily assumed that by ataching the FX file to the particular skin, the shader will function.

Does anyone have any instight into how this is supposed to work? The documentation states:

"Imports the effect definition from an .FX file. When checking the Extern box, a reference to an external file is stored rather than importing the effect. Make sure that the effect is well tested and contains fallback techniques before importing it into the model."

This implies the automatic assignment of a shader. Is this functionality disabled or does anyone know if more is required? Perhaps the FX file needs to be formatted a specific way?

Thanks-

Re: 6.4 - Shaders and the future. [Re: DWilki] #61871
01/12/06 22:36
01/12/06 22:36
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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well.. certainly it would need to be formatted in a specifc way, it must use all the correct A6 variable names, texture names, etc. you cant just take any old fx file you find on the net and expect it to work :P


Sphere Engine--the premier A6 graphics plugin.
Re: 6.4 - Shaders and the future. [Re: Matt_Aufderheide] #61872
01/12/06 22:49
01/12/06 22:49
Joined: Apr 2004
Posts: 83
DWilki Offline OP
Junior Member
DWilki  Offline OP
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Joined: Apr 2004
Posts: 83
Right. I've been using an FX file that I use already. Its a glass shader written for 3DGS.

I'll play around with it some more and I have a post in the 6.4 beta release thread asking if this functionality is working.

thanks

Re: 6.4 - Shaders and the future. [Re: DWilki] #61873
01/13/06 13:43
01/13/06 13:43
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
I've added the following to the manual, to avoid any misunderstandings:

"If the effect requires certain script prerequisites - like material events, or additional textures - make sure to assign such a script or material to the entity in order for the effect to work."

Re: 6.4 - Shaders and the future. [Re: jcl] #61874
01/15/06 22:25
01/15/06 22:25
Joined: Dec 2002
Posts: 73
Germany
J
Jim_beam Offline
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Jim_beam  Offline
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Joined: Dec 2002
Posts: 73
Germany
an example .fx file that can be attached in wed and med would be nice


Jim Beam Commercial 6.40.5
Re: 6.4 - Shaders and the future. [Re: Jim_beam] #61875
01/16/06 07:37
01/16/06 07:37
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Posts: 8,939
planet.earth
look up the manual.;P there is one in the "whats new section"


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