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Re: Slin's Water Shader [Re: DJBMASTER] #179577
01/24/08 23:25
01/24/08 23:25
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
I'm sorry, the my.transparent and my.alpha should be in the "Action".

I think in the Wiki there was a link to the DX Effect File States. That may help you some. I do not have the time to get re-aquainted with the states right now.

Re: Slin's Water Shader [Re: Steempipe] #179578
01/25/08 00:35
01/25/08 00:35
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
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DJBMASTER  Offline OP
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Joined: Nov 2007
Posts: 1,143
United Kingdom
K, tried it in the action >> no luck, lol...

Ok, well it seems the only way i'm going to solve this is to learn part of FFP shaders. Am i on the right tracks>>>???

Texture mtlSkin2;
Texture[2] = <mtlSkin2>;
TexCoordIndex[2] = 1;

ColorOp[2] = Add; // add the .tga alpha map to the shader
ColorArg1[2] = Texture;
ColorArg2[2] = Current;

TextureTransformFlags[2] = count3 | projected;
TextureTransform[2] = {
0.8, 0.0, 0.0, 0.0, // u-scale of alpha
0.0, 1.0, 0.0, 0.0, // v-scale of alpha
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};

Then in my material WDL I define a BMAP>>

bmap alphamap = "bm_alpha.tga";

and add skin2=alphamap; to my material.

Any errors or code i should be aware of?

Thanks

Last edited by DJBMASTER; 01/25/08 00:36.
Re: Slin's Water Shader [Re: DJBMASTER] #179579
02/02/08 01:52
02/02/08 01:52
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
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DJBMASTER  Offline OP
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Joined: Nov 2007
Posts: 1,143
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Doesn't anyone know how to fix this? It's a pretty big part of my project. Is there a way to apply an alpha map/channel to it?

Re: Slin's Water Shader [Re: DJBMASTER] #179580
02/02/08 13:01
02/02/08 13:01
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
Hi,
I'm lazy . so could you PM me a link to a build with just your water portion?? I'll see what I can do for you.

Re: Slin's Water Shader [Re: Steempipe] #179581
02/02/08 19:21
02/02/08 19:21
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Steempipe, you are truly a master at water shaders, slin is awesome as well. can you help me understand how to get them to work? i cant use r2t for some reason. what should i be using? my card supports shader model 2.0.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Slin's Water Shader [Re: Blink] #179582
02/04/08 22:18
02/04/08 22:18
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:

Steempipe, you are truly a master at water shaders, slin is awesome as well. can you help me understand how to get them to work? i cant use r2t for some reason. what should i be using? my card supports shader model 2.0.




Funny thing is this: The DLL does not seem to render correctly on my setup as well. At least not with the "water for everyone" level. I'll have to spend a bit more time with this. Hmmmm.

Re: Slin's Water Shader [Re: Steempipe] #179583
02/05/08 02:16
02/05/08 02:16
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Posts: 2,157
Connecticut, USA
which one do you recommend for water shaders? sylex opens for me, but my ocean is huge, i always get a size error, and the shader wont work.


My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
Re: Slin's Water Shader [Re: Blink] #179584
02/06/08 09:44
02/06/08 09:44
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Innsbruck, Austria
i got it to run. here is the fx file code and the shader.wdl code:
FX file
Code:
 ////////////////////////////////////////////////////////
// Environment Mapping Bump Mapping Water
//
// Version 2
//
// Eric Hendrickson-Lambert (Steempipe)
//
////////////////////////////////////////////////////////

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique makewater2
{
pass p0
{
AlphaBlendEnable=true;
Zenable = True;
ZwriteEnable = True;

BlendOp=Add;
Lighting=True;

Texture[0] = <mtlSkin1>;
Texture[1] = <mtlSkin2>;

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

COLOROP[0] = BumpEnvMap;
COLORARG1[0] = Texture;
COLORARG2[0] = Current;

TexCoordIndex[0] = 1;
TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;


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

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

ColorOp[1] = Modulate; //Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

texcoordindex[1] = cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector
TextureTransformFlags[1] = count3 | projected;
TextureTransform[1] = {
0.8, 0.0, 0.0, 0.0,//u-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 1.0, 0.0, 0.0,//v-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
}
}

//technique fallback { pass p0 { } }



shader.wdl
Code:
 //use Render2Texture Dll by ChrisB
plugindir "Plugins";
dllfunction r2T_eventSky();
dllfunction r2T_eventEntities();
render_sky = r2T_eventSky;
render_entities = r2T_eventEntities;
//

bmap waterbump = <waves2.tga>;
//bmap envspec = <sky.tga>;

function mtl_ffpwater_event();

material mtl_ffpwater
{
skin1=waterbump;
// skin2=envspec;

event = mtl_ffpwater_event;
effect = "water.fx";
}

function mtl_ffpwater_event()
{
while(1)
{
//Lets make it scroll in some direction
mtl_ffpwater.skill1 += 0.3*time_step; //Move the water along the x axis with the given speed
mtl_ffpwater.skill2 += 0.1*time_step; //Move the water along the y axis with the given speed
mtl_ffpwater.matrix31 = floatd(sin(mtl_ffpwater.skill1)*100000,40000);
mtl_ffpwater.matrix32 = floatd(cos(mtl_ffpwater.skill2)*100000,40000);
wait(1);
}
}

VIEW view_mirror { layer = -1; }; // render mirror view before camera view
BMAP* bmap_mirrortarget;
//panel rtt{flags = visible;}
var water_height;

function fx_mirror()
{
// do nothing if mirror is already running
if (bmap_mirrortarget) { return; }

bmap_mirrortarget = bmap_createblack(512,512,888);
mtl_ffpwater.skin2 = bmap_mirrortarget;
view_mirror.bmap = bmap_mirrortarget;
view_mirror.size_x = bmap_width(bmap_mirrortarget);
view_mirror.size_y = bmap_height(bmap_mirrortarget);
// rtt.bmap = bmap_mirrortarget;

// vec_set(view_mirror.portal_x,my.x);
// vec_add(view_mirror.portal_x,vector(0,0,0));
// vec_set(view_mirror.pnormal_x,vector(0,0,1.0)); // reflect upwards
// view_mirror.portalclip = on; // clip at portal plane

view_mirror.noshadow = on; // suppress shadows in the mirror
// view_mirror.nocull = on; // view through walls
view_mirror.noparticle = on;
// view_mirror.noshader = on;

view_mirror.visible = on;

while (bmap_mirrortarget)
{
proc_late(); // camera must be moved and mtlfx_mirrorvisible set before

// view_mirror.aspect = 1;//1024/768; // screen aspect, independent of render target
view_mirror.arc = camera.arc;
view_mirror.fog_start = camera.fog_start;
view_mirror.fog_end = camera.fog_end;
view_mirror.clip_far = camera.clip_far;
view_mirror.clip_near = camera.clip_near;
view_mirror.x = camera.x;
view_mirror.y = camera.y;
view_mirror.z = 2*water_height-camera.z;//view_mirror.portal_z-camera.z; // move the camera at its mirror position
view_mirror.pan = camera.pan;
view_mirror.tilt = -camera.tilt; // flip the vertical camera angle
view_mirror.roll = -camera.roll;

wait(1);
}
}

action Water
{
water_height=my.z;
mtl_ffpwater.matrix11 = float(100); //Tilefactor of the Bumpmap in x direction
mtl_ffpwater.matrix22 = float(10); //Tilefactor of the Bumpmap in y direction

bmap_to_mipmap(mtl_ffpwater.skin1);
// bmap_to_mipmap(mtl_ffpwater.skin2);
my.transparent=on;
my.alpha=50;
my.material = mtl_ffpwater;
}




i testd it with skinc and it works flawlessy, however i dont know how it reacts if you change any value. i tested it with ym A6.com and render to texture plugin and it works fine, so i think it should work with any other version above A6.60 com...

hope that helps, if not, i am sorry

Re: Slin's Water Shader [Re: xXxGuitar511] #179585
02/09/08 01:34
02/09/08 01:34
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
Now we go back to your original posted code. Try adding as indicated.
Then... in your action, go back to attempting to use <my.transparent = on;> and <my.alpha = 50;>.

Good Luck!!

Code:
 
////////////////////////////////////////////////////////

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique makewater2
{
pass p0
{
AlphaBlendEnable = True; // <------- Set to True
Zenable = True;
ZwriteEnable = True;

// BlendOp=Add; <------- Comment out
Lighting=True;

srcBlend = srcColor; // <------- Add this
destBlend = destColor; // <------- Add this


Texture[0] = <mtlSkin1>;
Texture[1] = <mtlSkin2>;

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

COLOROP[0] = BumpEnvMap;
COLORARG1[0] = Texture;
COLORARG2[0] = Current;

TexCoordIndex[0] = 1;
TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;


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

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

ColorOp[1] = Modulate2x; //Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

texcoordindex[1] = cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector
TextureTransformFlags[1] = count3 | projected;
TextureTransform[1] = {
0.8, 0.0, 0.0, 0.0,//u-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 1.0, 0.0, 0.0,//v-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
}
}

//technique fallback { pass p0 { } }





EDIT: Well, adding the my.transparent stuff does not do anythinng!. I'll chew on it a little more.

Last edited by Steempipe; 02/09/08 01:46.
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