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Re: Z-depth sorting [Re: Spirit] #283331
08/07/09 08:55
08/07/09 08:55
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
this is solved... conflicts of dds format...



Can't is not an option™
Re: Z-depth sorting [Re: seecah] #283360
08/07/09 11:54
08/07/09 11:54
Joined: Mar 2009
Posts: 276
Cebu City, Philippines
boyax Offline
Member
boyax  Offline
Member

Joined: Mar 2009
Posts: 276
Cebu City, Philippines
for the trees model, just use DDS DXT1 format (1-bit alpha) and set the Overlay flag in WED.. this works for me.

cheers! smile

Re: Z-depth sorting [Re: boyax] #283520
08/08/09 09:06
08/08/09 09:06
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
Cool... Thanks Bro..:-)



Can't is not an option™
Re: Z-depth sorting [Re: seecah] #283862
08/10/09 13:03
08/10/09 13:03
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
User
not_me  Offline
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Joined: Sep 2005
Posts: 508
Texas
this is a bit of a crude method, but it works.
Code:
function mtl_vegetation_init()
{
	vec_set(mtl.emissive_blue,mat_model.emissive_blue);
	vec_set(mtl.ambient_blue,mat_model.ambient_blue);
	vec_set(mtl.diffuse_blue,mat_model.diffuse_blue);
	vec_set(mtl.specular_blue,mat_model.specular_blue);
	mtl.power=mat_model.power;
	mtl.albedo=mat_model.albedo;
	mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888); // the first value in the vector is the threshold
}

MATERIAL* mtl_vegetation = 
{
	event=mtl_vegetation_init;
	effect=
	"
	texture entSkin1;
	dword mtlSkill1;

	technique vegetation
	{
		pass p0
		{
			Texture[0]=<entSkin1>;
			ZWriteEnable=True;
			AlphaBlendEnable=False;
			AlphaTestEnable=True;
			AlphaRef=<mtlSkill1>;
			AlphaFunc=Greater;
			CullMode=CCW; // CCW or None

			ColorArg1[0]=Texture;
			ColorOp[0]=Modulate2X;
			ColorArg2[0]=Diffuse;
		}
	}
	technique fallback{pass p0{}}
	";
}




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