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Re: shading on level geomerty [Re: Arcaine] #202675
04/16/08 13:35
04/16/08 13:35
Joined: Jun 2007
Posts: 74
Berlin -> Germany
Arcaine Offline
Junior Member
Arcaine  Offline
Junior Member

Joined: Jun 2007
Posts: 74
Berlin -> Germany
Mhmm, i tried now 3 other shaders from the collection but it wont work...

i have the following lines as code :

bmap Asphalt256_normal_bmap = <Asphalt256_normal.tga>;

material Asphalt256 //Selber Name wie die Textur
{
skin1 = Asphalt256_normal_bmap;

flags = tangent;
effect = "parallax_world.fx";
}


and i use the normal light from wes with flag Dynamic on AND a model with an Dynamic Light Action :

action DynLight()
{
my.invisible = on;
my.passable = on;

my.red = 255;
my.green = 255;
my.blue = 255;
my.lightrange = 1000;
}


and my ground is the same like the without shader and i dont know where the problem is^^


Lasst uns brechen und auf den Weg machen,
mir nach, ich folge euch...!!!

Project: Lost Lands
Re: shading on level geomerty [Re: Arcaine] #202676
04/16/08 13:45
04/16/08 13:45
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline OP
Senior Member
kasimir  Offline OP
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
if i tried the example levels of the collection (source) - i had no effect, but when i include the code in my project it works...

Re: shading on level geomerty [Re: kasimir] #202678
04/16/08 13:51
04/16/08 13:51
Joined: Jun 2007
Posts: 74
Berlin -> Germany
Arcaine Offline
Junior Member
Arcaine  Offline
Junior Member

Joined: Jun 2007
Posts: 74
Berlin -> Germany
ha ..i love it ...if i try the level of the collection then it works...if i implement it into my project nothing happens ^^


Lasst uns brechen und auf den Weg machen,
mir nach, ich folge euch...!!!

Project: Lost Lands
Re: shading on level geomerty [Re: Arcaine] #202701
04/16/08 15:53
04/16/08 15:53
Joined: Jun 2007
Posts: 74
Berlin -> Germany
Arcaine Offline
Junior Member
Arcaine  Offline
Junior Member

Joined: Jun 2007
Posts: 74
Berlin -> Germany
Okay now i got some changes on my screen...but... theres something wrong ...i used the stoneblock texture like in the example from the shadercollection and this is my result ^^

http://img386.imageshack.us/my.php?image=shot0ds0.jpg

anyone got an idea wheres my problem now ? ^^


Lasst uns brechen und auf den Weg machen,
mir nach, ich folge euch...!!!

Project: Lost Lands
Re: shading on level geomerty [Re: Arcaine] #202710
04/16/08 16:23
04/16/08 16:23
Joined: Jul 2003
Posts: 1,300
Albury, Australia
James_Burke Offline
Serious User
James_Burke  Offline
Serious User

Joined: Jul 2003
Posts: 1,300
Albury, Australia
Now folks, I am completely new to these shaders but I'm trying the same thing with the same results - either no shader or completely black. I have one block using d3d_automated and one with setting the material. I'm using the same shader as I do for models which work BUT when I use the models I set the variables for the shader in the action:
ie:
my.skill41 = floatv(50);
my.skill42 = floatv(100);
my.skill43 = floatv(100);
my.skill44 = floatv(100);

Now, when I didn't set these in the action, the shader didn't work so my thoughts would be that these need to be set for the texture, but how is that done? Like I said, shaders are new to me and I don't like them (implimenting them that is, lovely to look at!).

Re: shading on level geomerty [Re: James_Burke] #202716
04/16/08 16:45
04/16/08 16:45
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline OP
Senior Member
kasimir  Offline OP
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
@ Arcaine - i got this result when i used static light - this shader does not work with it

Re: shading on level geomerty [Re: kasimir] #202718
04/16/08 16:51
04/16/08 16:51
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
@Arcaine: Set the blocktexture to flat and you are done.
@James_Burke: You will need a special shader for blocks. The settings are then done through materialskills or within the shadercode. When creating the massive shader collection, I also created a block version for a cuple of the shaders. You can find that collection on acknex unlimited or somewhere between my files at filefront...

Re: shading on level geomerty [Re: Slin] #202725
04/16/08 17:03
04/16/08 17:03
Joined: Jun 2007
Posts: 74
Berlin -> Germany
Arcaine Offline
Junior Member
Arcaine  Offline
Junior Member

Joined: Jun 2007
Posts: 74
Berlin -> Germany
gah ...thats bad -.- bloom shader only works with shaded blocks and the normalmapping only with flat ...is there a way to combine those anyway ??^^

mhmm okay...now both are working together....thanks xD

Last edited by Arcaine; 04/16/08 17:05.

Lasst uns brechen und auf den Weg machen,
mir nach, ich folge euch...!!!

Project: Lost Lands
Re: shading on level geomerty [Re: Arcaine] #202731
04/16/08 17:41
04/16/08 17:41
Joined: Jun 2007
Posts: 74
Berlin -> Germany
Arcaine Offline
Junior Member
Arcaine  Offline
Junior Member

Joined: Jun 2007
Posts: 74
Berlin -> Germany
Okay another problem dissapeared .... the works only if i use the stoneblocks texture....if i use other textures + normalmap it ahows only the standart texture ... but my writing in the shader is correct, i tried it with 6 several texture...but none, except the soneblocks texture is working



why ?


Lasst uns brechen und auf den Weg machen,
mir nach, ich folge euch...!!!

Project: Lost Lands
Re: shading on level geomerty [Re: Arcaine] #202741
04/16/08 18:02
04/16/08 18:02
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline OP
Senior Member
kasimir  Offline OP
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
you have to change thsi name - don't forget:
 Quote:

material Asphalt256 //<-- hier namen entsprechen ändern
{
skin1 = Asphalt256_normal_bmap;

flags = tangent;
effect = "parallax_world.fx";
}


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