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IceX 2.0 Release Version #196563
04/20/06 17:18
04/20/06 17:18
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
IceX 2.0 Release Version

(Deutsch weiter unten)

IceX2 is out now. Check the IceX2 website at www.stonehill-online.de.

Here are the informations copied from the website:
1.) Features
- Edit in Realtime. What you see is what you get
- Tile based terrain system with seemless LOD
- Precalculculated shadows with colored gouraud shading and cast-shadows
- WMP-Levelexport for all 3DGS editions
- Perlin Noise terrain generator and heightmap import/export
- Multiple entity editing
- A6 physicsengine for all entities
- There's a watershader with realtime reflections (only with shaderversion 2.0 and above)
- Deform and Painting the terrain
- Multitexturing on terrains which works even with GeForce2
- Create road with a few clicks with the roadgenerator
- Customize the environment. Fog, view distance, skycube etc...

2.) Compatibility and Requirements:
- IceX 2.0 needs a graphics card not older than a GeForce2 (for fixed functions pipeline effects)
- For exporting levels you need at least 3DGS A6.31
- Standard and Extra edition don't have materialeffects (no multitexturing). With this edition the terrains will have less quality after exporting.
- A pixelshader 2.0 card is required for using the watershader. If you want to export water you must own 3DGS professional edition
- There's also the 3DGS professional edition required if you want to use the physicsengine after levelexport

IceX 2.0 Editor is avaiable at www.stonehill-online.de and costs 12,95 EUR (~15,50 USD)

PS: The manual it not yet avaiable. It's avaiable the next 4-5 days.
----------------

IceX2 ist endlich fertig. Alle Einzelheiten auf www.stonehill-online.de

Hier die Informationen von der Website kopiert:
1.) Features:
- In Echtzeit editieren. What you see is what you get
- Teilstück-basiertes Terrain mit nahtlosem LOD-System
- Vorberechnete Schatten mit farbigem Gouroud Shading und Schlagschatten.
- WMP-Levelexport für alle 3DGS-Editionen
- Perlin Noise Terrain Generator und Heightmap Import/Export
- Multiples Editieren von Entities
- Es kann die A6-Physikengine auf alle Entities angewendet werden
- Es liegt ein Wassershader mit Echtzeitspiegelung bei (erst ab Shaderversion 2.0)
- Mit den Terrainpinseln kann das Terrain verformt und bemalt werden
- Multitexturing auf dem Terrain das aber einer GeForce2 Karte funktioniert
- Mit dem Roadgenerator können automatisch Wege angelegt werden
- Umwelteffekte wie Nebel, Sichtweite, Skycube, etc... einstellbar

2.) Kompatibilität und Anforderungen:
- IceX 2.0 benötigt eine Grafikkarte die nicht älter wie eine GeForce2 ist (wegen Fixed Functions Pipeline Effekten)
- Um exportierte Levels nutzen zu können wird mindestens eine 3DGS A6.31 Version vorrausgesetzt
- Die Standard und Extra Editionen unterstützen kein Multitexturing. Deshalb haben die Terrains nach dem exportieren in diesen Editionen eine schlechtere Qualität
- Um den mitgelieferten Wassershader nutzen zu können braucht es eine Grafikkarte mit Pixelshader 2.0. Und für den Levelexport die 3DGS Professional Edition
- Nach dem Levelexport funktioniert die Physikengine ebenfalls nur mit 3DGS Professional Edition

IceX 2.0 Editor ist verfügbar auf www.stonehill-online.de und kostet 12,95 EUR

PS: Das Handbuch ist noch nicht verfügbar. Es kommt erst die nächsten 4-5 Tage.

---------------------------------

Screens:






209 Comments
Re: IceX 2.0 Release Version [Re: oliver2s] #196713
09/02/06 20:11
09/02/06 20:11
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Hi Oliver,

Wollte nur mal nach fragen wie es mit dem update aussieht damit ich auch die .WMB einfügen kann ohne das ICEX abstürtzt.

cYa Angel


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: IceX 2.0 Release Version [Re: rvL_eXile] #196714
09/02/06 23:31
09/02/06 23:31
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

Wollte nur mal nach fragen wie es mit dem update aussieht damit ich auch die .WMB einfügen kann ohne das ICEX abstürtzt.




Dieses Update hab ich schon vor längerem veröffentlicht:
http://www.coniserver.net/ubbthreads/showthreaded.php/Cat/0/Number/667273/page/0/vc/1

Wer IceX2 nach Release dieses Patches gekauft hat, dessen Version ist schon gepatched

Re: IceX 2.0 Release Version [Re: oliver2s] #196715
09/03/06 00:18
09/03/06 00:18
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Ok Danke habe immer nur auf deine Page in den News geschaut ^^ werde nächstes mal auch hier schaun

cu Angel


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: IceX 2.0 Release Version [Re: Xarthor] #196716
09/03/06 08:08
09/03/06 08:08
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
Thunder, sorry, my fault. I thought he ment the water.
Anyway I tried

Code:

action icx_terrain
{
my.transparent=off;
my.flare=off;

my.material=mtl_terrain_multitex;
my.polygon=on;
c_updatehull(my,1);

}



but did not help, same result.
When I do the same in the water action it does work, but then the water isn't transparent.

PHeMoX, I am losing you here, can you give me more detail??
Do I have to change something in the code generated by IceX??

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #196717
09/03/06 10:07
09/03/06 10:07
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
I guess Phemox means that you should convert the terrain detail textures into another format like .bmp and use them instead of the .tga files.

Just look for these files in your folder:
Code:

bmap detail_texture1=<icx_detail1.tga>;
bmap detail_texture2=<icx_detail2.tga>;
bmap detail_texture3=<icx_detail3.tga>;
bmap detail_texture4=<icx_detail4.tga>;


an convert them to .bmp (e.g.)
Then change the code to the new files:
Code:

bmap detail_texture1=<icx_detail1.bmp>;
bmap detail_texture2=<icx_detail2.bmp>;
bmap detail_texture3=<icx_detail3.bmp>;
bmap detail_texture4=<icx_detail4.bmp>;



Re: IceX 2.0 Release Version [Re: Xarthor] #196718
09/03/06 10:41
09/03/06 10:41
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
I have just tried it, it does not help, same problem.

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #196719
09/03/06 11:14
09/03/06 11:14
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
Senior Member
maybenew  Offline
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
the problem is in the effect file, the effect tells the terrain that it is transparent and it is sorted depending on that fact which causes the rendering errors...
if the textures are tga or bmp does not matter at all...
you have to modify the effect file...

if you post the effectfile i can tell you what to change, but i do not have the file at hand myself

Re: IceX 2.0 Release Version [Re: maybenew] #196720
09/03/06 11:31
09/03/06 11:31
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
There are 2 fx files;
(I have opened them in Wordpad)

mtl_multitex.fx

Code:

TEXTURE entSkin1; //Blendmap1
TEXTURE entSkin2; //Blendmap1
TEXTURE entSkin3; //Blendmap1
TEXTURE entSkin4; //Shadowmap

TEXTURE mtlSkin1;
TEXTURE mtlSkin2;
TEXTURE mtlSkin3;
TEXTURE mtlSkin4;

matrix matMtl;
vector mtlSkill1;

technique ffp_terrain_tex
{

pass P0
//////////////////////////////////////////////////////
//// Lets lay the first TEXTURE down. no alpha work
//// This will tile across the entire HMP
//////////////////////////////////////////////////////
{

alphablendenable=false;
alphatestenable=false;
//zenable=true;
//zwriteenable=true;

////////////////////////////////////////
// Stage 0
///////////////////////////////////////

TEXTURE[0] = <mtlSkin4>;

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

zenable=true;
zwriteenable=true;

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


TEXTURETransformFlags[0] = Count2;
TextureTransform[0]=<matMtl>;
texcoordindex[0]=1;

COLORARG1[0] = TEXTURE;
ColorOp[0] = MODULATE;
ALPHAARG1[0] = CURRENT | ALPHAREPLICATE;
alphaop[0]=disable;

//////////////////////////////////////
//stage 1
//////////////////////////////////////

colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
//////////////////////////////////////////////////////
//// Now we blend another TEXTURE using an alphamap
//// This TEXTURE will be blended
//////////////////////////////////////////////////////
{

//////////////////////////////////////
// Stage 0 - Setup the alphamap
//////////////////////////////////////

// We need to enable alphablending
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

// AlphaTestEnable uses the AlphaRef and AlphaFunc to
// determine which pixels get drawn.
// In this case, anything greater that 0 will be drawn.
alphatestenable=true;
alpharef=0x00000000; //Reference Value
alphafunc=Greater; //Comparison Function

TEXTURE[0] = <entSkin1>;

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

//
// We don't want the alphamap to tile
//
TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = SELECTARG1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

//////////////////////////////////////////////
// Stage 1 -- This is the TEXTURE to splat
//////////////////////////////////////////////

TEXTURE[1] = <mtlSkin1>;


// Zenable is supposed to default to true.
// This enables depth testing to determine what pixels
// are visible to the viewer

//zenable=true;
//zwriteenable=true;

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


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = MODULATE;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

///////////////////////////////////////////////
// Stage 2
///////////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;


}

pass P2
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

////////////////////////////////////////
// Stage 0
////////////////////////////////////////

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin2>;

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


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin2>;

//zenable=true;
//zwriteenable=true;

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


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P2


pass P3
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

////////////////////////////////////////
// Stage 0
////////////////////////////////////////

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin3>;

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


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=1;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin3>;

//zenable=true;
//zwriteenable=true;

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


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=0;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P3

pass p4
{
alphablendenable=true;
srcblend=zero;
destblend=srccolor;
//zenable=true;
// zwriteenable=true;
ditherenable=true;
COLORARG1[0] = DIFFUSE;
ColorOp[0] = Modulate2x;
ColorArg2[0] = Current;
alphaop[0]=disable;

Texture[1] = <entSkin4>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
COLORARG1[1] = TEXTURE;
ColorOp[1] = Modulate2x;
TexCoordIndex[1]=0;
TextureTransformFlags[1]=Count2;
TextureTransform[1]=
{
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0
};
}
} // End of Technique



and mtl_multitex_lod.fx

Code:

TEXTURE entSkin1; //Shadowmap

technique ffp_terrain_tex
{
pass p0
{

Texture[0] = <entSkin1>;
ColorOp[0] = Modulate2x;
zenable=true;
zwriteenable=true;
}
} // End of Technique



In what program can you change these files?

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #196721
09/03/06 14:00
09/03/06 14:00
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
Senior Member
maybenew  Offline
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
try this, works fine for me...
Quote:

TEXTURE entSkin1; //Blendmap1
TEXTURE entSkin2; //Blendmap1
TEXTURE entSkin3; //Blendmap1
TEXTURE entSkin4; //Shadowmap

TEXTURE mtlSkin1;
TEXTURE mtlSkin2;
TEXTURE mtlSkin3;
TEXTURE mtlSkin4;

matrix matMtl;

technique ffp_terrain_tex
{

pass P0
//////////////////////////////////////////////////////
//// Lets lay the first TEXTURE down. no alpha work
//// This will tile across the entire HMP
//////////////////////////////////////////////////////
{

LIGHTING = false;
AlphaBlendEnable=false;

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

cullmode = ccw;
Fillmode = Solid;

//////////////////////////////////////
//Stage 0
/////////////////////////////////////

TEXTURE[0] = <mtlSkin4>;

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

TEXTURETransformFlags[0] = Count2;
TEXTURETransform[0] = <matMtl>;
texcoordindex[0]=1;

COLORARG1[0] = TEXTURE;
ColorOp[0] = MODULATE;
ALPHAARG1[0] = CURRENT | ALPHAREPLICATE;
alphaop[0]=disable;

//////////////////////////////////////
//stage 1
//////////////////////////////////////

colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
//////////////////////////////////////////////////////
//// Now we blend another TEXTURE using an alphamap
//// This TEXTURE will be blended
//////////////////////////////////////////////////////
{

//////////////////////////////////////
// Stage 0 - Setup the alphamap
//////////////////////////////////////
zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

// We need to enable alphablending
LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

// AlphaTestEnable uses the AlphaRef and AlphaFunc to
// determine which pixels get drawn.
// In this case, anything greater that 0 will be drawn.
alpharef=0x00000000; //Reference Value
alphafunc=Greater; //Comparison Function

TEXTURE[0] = <entSkin1>;

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

//
// We don't want the alphamap to tile
//
TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = SELECTARG1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

//////////////////////////////////////////////
// Stage 1 -- This is the TEXTURE to splat
//////////////////////////////////////////////

TEXTURE[1] = <mtlSkin1>;


// Zenable is supposed to default to true.
// This enables depth testing to determine what pixels
// are visible to the viewer

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

TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = MODULATE;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

///////////////////////////////////////////////
// Stage 2
///////////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;


}

pass P2
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

////////////////////////////////////////
// Stage 0
////////////////////////////////////////
LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin2>;

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


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin2>;

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


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P2


pass P3
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;
////////////////////////////////////////
// Stage 0
////////////////////////////////////////

LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin3>;

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


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=1;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin3>;

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


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=0;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P3

pass p4
{
zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

LIGHTING = false;
srcblend=zero;
destblend=srccolor;

ditherenable=true;

AlphaBlendEnable=True;

COLORARG1[0] = DIFFUSE;
ColorOp[0] = Modulate2x;
ColorArg2[0] = Current;
alphaop[0]=disable;

Texture[1] = <entSkin4>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
COLORARG1[1] = TEXTURE;
ColorOp[1] = Modulate2x;

TexCoordIndex[1]=0;
TextureTransformFlags[1]=Count2;
TextureTransform[1]=
{
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0
};
}

} // End of Technique




well as a game programmer you should be able to open the file with any text editor, make changes and save it back to the file...

Re: IceX 2.0 Release Version [Re: maybenew] #196722
09/03/06 14:40
09/03/06 14:40
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
I tried it, sorry, did not work. Same problems.

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
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