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Re: terrain multitexturing shader [Re: msKEN] #17375
04/04/04 03:11
04/04/04 03:11
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Okay... here is a link to download a small test level I made.
termultitex.cd.zip (approx. 2.26 MB)
You'll find the shader_terrain.wdl file that is for ps1.1 and copied from ventilators shader.

The HMP has 3 skins, these are the organic textures.
-Grass
-sand
-cracked earth
The top of the hills will be all grass. Shading into dirt as elevation decreases and then a couple of patches of cracked ground here and there.

The mtlSkin is the blending map with info in the A channel and B channel.
The A channel is blending the grass and sand.
The B channel is blending the cracked ground.

Include the <shader_terrain.wdl> file in your main WDL file.
Assignt the behavior (the action name in the <shader_terrain.wdl>) Shader_Terrain to your model/Hmp and go nuts.

Good luck.
Eric


Re: terrain multitexturing shader [Re: makai] #17376
04/04/04 10:25
04/04/04 10:25
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

thanks for your reply, i tried it like you explained it in the linked thread, but it still doesn't work. i have to paint in the red,blue,green,alpha channels of my last tga skin, to set the blending thing, right ?
do you have a terrain file with your skins and alpha ? this would really help, you'll get 5 stars!




Yes. You have to paint in the RGB (you'll be using the b channel) and the A channels. Take a look at the test level I posted here and examine the TGA thing.

Eric


Re: terrain multitexturing shader [Re: Steempipe] #17377
04/04/04 17:11
04/04/04 17:11
Joined: Feb 2004
Posts: 19
makai Offline
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makai  Offline
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Joined: Feb 2004
Posts: 19
as i promised, i gave you 5 stars!
i downloaded the example, but i can just see only one texture. i have an geforce 4 GO with 64 mb.

Re: terrain multitexturing shader [Re: makai] #17378
04/04/04 19:57
04/04/04 19:57
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
I took a look at nvidia site and from what I can see, the GO will not do shaders.

web page

I may have missed something in the specs, but you may be out of luck.

Eric

Re: terrain multitexturing shader [Re: Steempipe] #17379
04/05/04 03:20
04/05/04 03:20
Joined: Aug 2002
Posts: 365
netherlands
Lennart_hillen Offline
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Lennart_hillen  Offline
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Joined: Aug 2002
Posts: 365
netherlands
Could someone please post a lot of screens of multitexture lanscapes? I don't have a good video card, So the demo isn't working
Im just so curious how it looks...;)

Re: terrain multitexturing shader [Re: Steempipe] #17380
04/05/04 04:36
04/05/04 04:36
Joined: Feb 2004
Posts: 19
makai Offline
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makai  Offline
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Posts: 19
i thought about that already but then i noticed that farcry for example uses multitexturing too, so it must be possible!

Re: terrain multitexturing shader [Re: makai] #17381
04/05/04 07:02
04/05/04 07:02
Joined: Nov 2002
Posts: 71
U.S.
M
Migueljb01 Offline
Junior Member
Migueljb01  Offline
Junior Member
M

Joined: Nov 2002
Posts: 71
U.S.
Just a thought but can I use a 1024x1024 terrain made in Photoshop. Use a 1024x1024 tga alpha map. Then for the 3 textures just use 256x256. For the script that uses 3 textures. I would just like to know the limitations or whats best for this shader script or best for the level. Thanks for reply's.

-miguel

Re: terrain multitexturing shader [Re: Migueljb01] #17382
04/06/04 14:59
04/06/04 14:59
Joined: Nov 2002
Posts: 71
U.S.
M
Migueljb01 Offline
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Migueljb01  Offline
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M

Joined: Nov 2002
Posts: 71
U.S.
I used a 512x512 terrain. For the textures I used 256x256 for the dirt and grass and the brick was 128x128. Can anyone tell me why ingame they look tiled and not natural looking. What parts in the script deal with the tiling? Thanks for anyone's help.




-miguel

Re: terrain multitexturing shader [Re: Migueljb01] #17383
04/06/04 17:50
04/06/04 17:50
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
tile scale in the demo you downloaded is controlled by these:
vertexShaderConstant[64]=<vecSkill41>; //(u_scale1, v_scale1, u_scale2, v_scale2)
vertexShaderConstant[65]=(20.0f,15.0f,0.0f,0.0f); // !NEW! -> (u_scale3, v_scale3, 0, 0)

The <vecSkill41> part is set in your Action.

Since I cannot see your screenshot, I am just gonna shoot some ideas:
-Add mipmaps to all your entSkins or if you use mtlSkins add mipmaps in the starter function.

-Change this in the WDL file:

magFilter[3]=point;
minFilter[3]=point;
mipFilter[3]=point;

to >>>>>>>>>>>>>>>>>

magFilter[3]=linear;
minFilter[3]=linear;
mipFilter[3]=linear;

Good luck!






Re: terrain multitexturing shader [Re: Steempipe] #17384
04/30/04 13:41
04/30/04 13:41
Joined: Dec 2003
Posts: 139
Norway
Turotulco Offline
Member
Turotulco  Offline
Member

Joined: Dec 2003
Posts: 139
Norway
Quote:

Okay... here is a link to download a small test level I made.
termultitex.cd.zip (approx. 2.26 MB)
You'll find the shader_terrain.wdl file that is for ps1.1 and copied from ventilators shader.





Hi Eric,

I'm trying to get this to function. Your Demo exe works beautifully. But when I try to add the shader_terrain.wdl to my own project I get a bunch of syntax errors on the script. (I'm going to try and insert an image here)



Any idea what might be going on? The script looks perfect to me, and the syntax checker in SED reports no errors.

Im running A6 Commercial.


b. rgds. T "That which does not kill us, makes us stranger. Are you sure you don't you mean stronger? Yes. Quite sure." ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ A6 Commercial Ver 6.5
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