|
Re: Ati's Fur Shader!!
[Re: Drew]
#22807
02/05/04 21:37
02/05/04 21:37
|
Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
|
Senior Expert
Joined: May 2002
Posts: 7,441
|
my problem with 6.20.2 was this one. and for 6.20.2 i had to use my.transparent=on; for the entity to get it to work. strange! with the latest beta it worked without my.transparency=on; ...
|
|
|
Re: Ati's Fur Shader!!
[Re: Drew]
#22815
02/07/04 08:08
02/07/04 08:08
|
Joined: Oct 2003
Posts: 1,258 Virginia, USA
qwerty823
Senior Developer
|
Senior Developer
Joined: Oct 2003
Posts: 1,258
Virginia, USA
|
@Drew, I answered that question in another thread, but here it is again.
effect_load(material,string name)
Loads an effect file in Microsoft .fx format from the work folder into the given material, and applies to effect to all models and terrain that have this material assigned. This instruction can be used to edit effects and shaders in real time and observe the result immediately in the game.
Never argue with an idiot. They drag you down to their level then beat you with experience
|
|
|
Re: Ati's Fur Shader!!
[Re: qwerty823]
#22816
02/07/04 08:27
02/07/04 08:27
|
Joined: Jan 2002
Posts: 1,276 trapped in a paper bag
Drew
Serious User
|
Serious User
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
|
thanks
man, they dont give specifics in their 'anti-codenewbie' manuals...
I understand the concept and code, where does it go?
Where and how do I define the .fx?
Im lost...
|
|
|
|