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WED Surfaces with multiple Texture Stages #184302
02/16/08 14:49
02/16/08 14:49
Joined: Aug 2005
Posts: 343
Germany
HPW Offline OP
Senior Member
HPW  Offline OP
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Joined: Aug 2005
Posts: 343
Germany
It would be usefull to have multiple Texture Stages for a better workflow with shader on level blocks. This texture stages could used in Shaders with entSkin1 ... entSkin4. On this way you don't need multiple materials as example for a detailmap shader or a parallax shader.
Or is it possible right now with some tricks like importing FBX levels or convert mdl to level geometry?


Evil Blood (v. 0.52) RPG
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Re: WED Surfaces with multiple Texture Stages [Re: HPW] #184303
02/16/08 14:56
02/16/08 14:56
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
I like this idea and would like to be able to set two extra textures per texture in WED which can later be accessed through entSkin3 and entSkin4.

Re: WED Surfaces with multiple Texture Stages [Re: Slin] #184304
02/21/08 08:49
02/21/08 08:49
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

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jcl  Offline

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Frankfurt
This is planned. It won't work through assigning several textures, but through texture names that add two additional textures to a surface texture, f.i. for normal maps or displacement maps.

Re: WED Surfaces with multiple Texture Stages [Re: jcl] #184305
02/21/08 18:24
02/21/08 18:24
Joined: Aug 2005
Posts: 343
Germany
HPW Offline OP
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HPW  Offline OP
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Posts: 343
Germany
Ok, thats great for most shaders. But then it doesn't support different scalation on the texture stages or is this only possible with shader code? Different scalation is needed as example for shaders like detail maps.

Last edited by HPW; 02/21/08 18:36.

Evil Blood (v. 0.52) RPG
Commport.de (Social Network Community)
Re: WED Surfaces with multiple Texture Stages [Re: HPW] #184306
02/22/08 09:13
02/22/08 09:13
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,977
Frankfurt
Yes, for a different scale you'll use a shader or FFP effect. Wasting an UV set for the scale is unnecessary.

Blocks have 3 UV sets for the texture, the light map, and the tangent space. There is no further UV set available.


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