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Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Steempipe] #25146
04/26/04 07:06
04/26/04 07:06
Joined: Dec 2000
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mk_1 Offline

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For the 3 pass thing: is it possible to pack the blend maps in one map so blendmap.tga is the red channel and blendmap2.tga is the green channel? This would make it much easier for me (have problems with alpha channels) and could be edited in gs by the pixel functions.

--> Imagine the entSkin3 to be earth full of ashes etc. Now you could make some bombs falling on terrain and paint on the blend map where they impact and you'll have some nice war terrain. (would need that for my game and putting sprites on terrains is a desaster).


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@Steempipe (urgent) [Re: mk_1] #25147
04/28/04 04:57
04/28/04 04:57
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mk_1 Offline

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URGENT PROBLEM!
I'm using the fixed function for some time now and are now working on graphics. I encountered a problem: As soon as I see a sky texture there's an error (mat_terraintex - effect unsupported by hardware). The terrain still works but is now very bright and no multitexturing anymore.


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Re: @Steempipe (urgent) [Re: mk_1] #25148
04/28/04 05:07
04/28/04 05:07
Joined: Dec 2000
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mk_1 Offline

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I want to add that my effect is a modified version of the 3 textures script so it only uses two scripts (just deleted pass2). Well, I now tried the old effect that you wrote and it "works". That means there is no error but: when a sky texture is rendered the terrain turns grey - no texture is rendered. just gourad shading.

I'm using a GeForce2 MX400, latest drivers.


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Re: @Steempipe (urgent) [Re: mk_1] #25149
04/28/04 06:39
04/28/04 06:39
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Sky worked for me, I took the sky out of that thing to make the file smaller, however I didn't have any troubles here with a skycube or the stock animated sky texture. I guess we'll start at square one...

Did the trouble start when you went to build your own~ or did the demo never quite work right for you??

Let me give you a link to a 3 texture build with a sky in it, run it and tell me what happens. If you need one with 2 textures let me know and I will do that instead.
test.zip --- 3.49 MB

Eric

Re: Fixed-Function Terrain Multi-Texturing Effect [Re: mk_1] #25150
04/28/04 06:45
04/28/04 06:45
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Quote:

For the 3 pass thing: is it possible to pack the blend maps in one map so blendmap.tga is the red channel and blendmap2.tga is the green channel? This would make it much easier for me (have problems with alpha channels) and could be edited in gs by the pixel functions.

--> Imagine the entSkin3 to be earth full of ashes etc. Now you could make some bombs falling on terrain and paint on the blend map where they impact and you'll have some nice war terrain. (would need that for my game and putting sprites on terrains is a desaster).




I desire to look into that... but the water thing is slamming me hard right now.

Re: @Steempipe (urgent) [Re: Steempipe] #25151
04/28/04 06:52
04/28/04 06:52
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mk_1 Offline

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This works fine. Anyway you're using the new code but I only need 2 texture mixing and not 3. The one with 3 textures needs more memory.

I encountered another problem. If you move the mouse to the upper left while activating it (mouse_toggle?) the effect stops and only the first skin is shown. A6 bug? reproducable?


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Re: @Steempipe (urgent) [Re: mk_1] #25152
04/28/04 07:03
04/28/04 07:03
Joined: Aug 2003
Posts: 7,439
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Michael_Schwarz Offline
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Michael_Schwarz  Offline
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In Antwort auf:

This works fine. Anyway you're using the new code but I only need 2 texture mixing and not 3. The one with 3 textures needs more memory.

I encountered another problem. If you move the mouse to the upper left while activating it (mouse_toggle?) the effect stops and only the first skin is shown. A6 bug? reproducable?




Same prob here MAybe a A6 bug?


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Re: @Steempipe (urgent) [Re: Michael_Schwarz] #25153
04/28/04 07:23
04/28/04 07:23
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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I cannot get the mouse-thing-problem to happen here. What version of A6 are you all using??

Okay.... I made some changes to the build. Just so you could digest some things.
1). It only blends the one texture, using 1 alphamap.
2). I resized the alphamap to 64x64 instead on 256x256 to save mem.
3). I resized the textures to 128x128 to save mem.
4). I resized the skycube texture to 128 height, to save mem.

reduced texture sizes = reduced filesize (1.79 MB)

Really curious on the mouse thing!

Eric

Re: @Steempipe (urgent) [Re: Steempipe] #25154
04/28/04 07:30
04/28/04 07:30
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mk_1 Offline

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Dunno. The mouse bug still happens. Sometimes it doesn't occure the first time but the second or third.

Everything else seems okay. Maybe I had the error because I used a 512x512 blend map. I'll check that


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Re: @Steempipe (urgent) [Re: mk_1] #25155
04/28/04 07:37
04/28/04 07:37
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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I don't have this problems with the demo(s). It works fine.

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