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Re: New beta's "material mtl_envcube" reflection shade [Re: Drew] #19392
11/06/03 17:10
11/06/03 17:10
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
it is so great! i used your script on a skull and i made a screenshot from the level for the enviro. all i can say: WOW - this new features add sooo much to the engine


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: New beta's "material mtl_envcube" reflection shade [Re: ventilator] #19393
11/17/03 09:23
11/17/03 09:23
Joined: Aug 2003
Posts: 145
Beorn Offline
Member
Beorn  Offline
Member

Joined: Aug 2003
Posts: 145
Great code, ive been looking for this.

I got some really dumb questions though, you are free to toss some shoes on me but please gimme an answer at the same time if you have them since i just cant get this shader/material stuff into my head - its a total mental-block!

In a previous thread (idiots...) i found out that my card (geforce2 mobile)shouldnīt be able to handle shaders. Is this not a shader?

If its not, What is it then (technically speaking)?

Can i do other stuff, like taking control of the gourad shading on terrains and such with the same type of techniques?

One of the reasons im all this stuff is cause i am aiming to get a fairly low hardware req. spec for my current game, and i dont want to force people getting new cards and such

Re: New beta's "material mtl_envcube" reflection shade [Re: Beorn] #19394
11/17/03 12:38
11/17/03 12:38
Joined: Aug 2003
Posts: 145
Beorn Offline
Member
Beorn  Offline
Member

Joined: Aug 2003
Posts: 145
BTW, you guys havent got any problems making screenshots? I cant do them unless i use the built in "f6" version. Is there any way to call the f6 function from a script?

Re: New beta's "material mtl_envcube" reflection shade [Re: Beorn] #19395
11/17/03 18:05
11/17/03 18:05
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Beorn: No, it's not a shader, it's a texture stage effect. Geforce 2 does indeed not support shaders. The [F6] key just calls the following function:

var _shot_no=0;
function _sshot() {
screenshot("shot_",_shot_no);
beep;
_shot_no+=1;
}


Re: New beta's "material mtl_envcube" reflection shade [Re: jcl] #19396
11/17/03 22:26
11/17/03 22:26
Joined: Aug 2003
Posts: 145
Beorn Offline
Member
Beorn  Offline
Member

Joined: Aug 2003
Posts: 145
Thanks a lot JCL. This is extremely enlightening and helpful. Once again my universe follows certain laws from wich i can derive the future and bring to the people.

Where might one find some suitable litterature on this subject, texture stage effect?

[OT warning]
And: Isnīt "screenshot" supposed to be abandoned, and in which script is this function situated?
[Ot: Over]

And again: Very Cool Script, this! Id like to thank Ventilator and Jelly for all the "pushing" and "sharing", it is much appreciated.

Re: New beta's "material mtl_envcube" reflection shade [Re: Beorn] #19397
11/18/03 00:53
11/18/03 00:53
Joined: Jan 2003
Posts: 710
T
Templar Offline
Developer
Templar  Offline
Developer
T

Joined: Jan 2003
Posts: 710
Yeah, where did "screenshot" function come from? I've been looking for something like this for AGES!

T.

Re: New beta's "material mtl_envcube" reflection shade [Re: ventilator] #19398
12/08/03 01:58
12/08/03 01:58
Joined: Sep 2003
Posts: 407
inside to my
er_willy Offline
Senior Member
er_willy  Offline
Senior Member

Joined: Sep 2003
Posts: 407
inside to my
i create a cube-omatik scrip and tutorial you can see here

Re: New beta's "material mtl_envcube" reflection shade [Re: er_willy] #19399
12/08/03 03:19
12/08/03 03:19
Joined: Oct 2000
Posts: 267
Hartford, CT
msKEN Offline
Member
msKEN  Offline
Member

Joined: Oct 2000
Posts: 267
Hartford, CT
While this topic has been brought up, has anyone been able to get this to work with the 6.20 release of shaders? I'm at a loss. My model's skin01 is a 32bit alpha map, but its not showing for me, and all I have is one big enviorment mapped car. lol. Any help would be great!

Code:
 
bmap bmp_envcube2 = <skycube1+6.tga>;

// generate a matrix that transforms camera space back to world space
function mtl_env_view()
{
mat_set(mtl.matrix,matViewInv);
// reset the translation part of the matrix
mtl.matrix41 = 0;
mtl.matrix42 = 0;
mtl.matrix43 = 0;
}

function mtl_env_init()
{
bmap_to_cubemap(mtl.skin1);
mtl.event = mtl_env_view;
mtl.enable_view = on;
}

material mtl_envcube2 // environment cube
{
skin1 = bmp_envcube2;
event = mtl_env_init;

effect=
"
texture texSkin1;
texture mtlSkin1;
matrix matMtl;
technique cubic_environment
{
pass p0
{
Texture[0]=<texSkin1>;
Texture[1]=<mtlSkin1>;

zWriteEnable=true;
AlphaBlendEnable=true;

ColorArg1[0]=Texture;
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;

ColorArg1[1]=Texture;
ColorOp[1]=BlendCurrentAlpha;

AddressU[1]=Clamp;
AddressV[1]=Clamp;
TexCoordIndex[1]=CameraSpaceReflectionVector;
TextureTransformFlags[1]=Count3;
TextureTransform[1]=<matMtl>;
}
}
";

}

action a
{
my.material = mtl_envcube2;
}



Re: New beta's "material mtl_envcube" reflection shade [Re: msKEN] #19400
12/08/03 03:26
12/08/03 03:26
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
you have to change texskin to entskin!

Re: New beta's "material mtl_envcube" reflection shade [Re: ventilator] #19401
12/08/03 03:46
12/08/03 03:46
Joined: Oct 2000
Posts: 267
Hartford, CT
msKEN Offline
Member
msKEN  Offline
Member

Joined: Oct 2000
Posts: 267
Hartford, CT
Opps, yes I had that changed as you recommended before, I just reposted the wrong code.

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