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Re: Searching HLSL Terrain Multitexturing... [Re: wdlmaster] #322939
05/10/10 16:39
05/10/10 16:39
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Baden Württemberg, Germany
Espér Offline OP
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i´ve defined the bitmaps like this:

BMAP* dmap1_bmap;
BMAP* dmap2_bmap;
BMAP* dmap3_bmap;
BMAP* dmap4_bmap;
BMAP* dmap5_bmap;


I think that are the same names.....


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Re: Searching HLSL Terrain Multitexturing... [Re: Espér] #322940
05/10/10 16:43
05/10/10 16:43
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yes, but in the script, you must omit the "_bmap". This is just the A7 naming convention for shaders.

BMAP* dmap1 = "someTexture.tga";

Re: Searching HLSL Terrain Multitexturing... [Re: wdlmaster] #322941
05/10/10 16:44
05/10/10 16:44
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Baden Württemberg, Germany
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ok.. i think i´m too stupid for this.. Y_Y
(or my english is not good enough *german*)
any demo..?

Last edited by Espér; 05/10/10 16:44.

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Re: Searching HLSL Terrain Multitexturing... [Re: Espér] #322942
05/10/10 16:52
05/10/10 16:52
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ich hab mir zwar die Shader im Wiki nie angeschaut (ich mach lieber alles selber, weil die meistens nix taugen) Aber vielleicht is dort irgendwo ein Projekt mit blendmap dabei...

Ich versuch's nochmal zu erklären:

du erstellst eine (leere) bitmap z.B. 1024x1024. Diese bitmap stellt KEINE Textur dar, sondern diehnt dem Shader nur dazu, festzustellen, wo die 5 Terrain-Texturen zu sehen sein sollen. Diese "Blendmap" gehört in Skin 1 des Terrains / Models.

Die 5 anderen Texturen (dmap1 ... dmap5) sind die "richtigen" Texturen. Die namen haben zwar nicht unbeding eine Bedeutung, aber so ist es einfacher, später die Texturen (auch zur Laufzeit) auszutauschen.

Also alles was ins skript gehört is:

BMAP* dmap1 = "SomeTexture.tga";
BMAP* dmap2 = "SomeTexture.tga";
BMAP* dmap3 = "SomeTexture.tga";
BMAP* dmap4 = "SomeTexture.tga";
BMAP* dmap5 = "SomeTexture.tga";

und selbstverständlich muss dem Terrain/Model der shader zugewiesen werden. Das wichtigste is die blendmap. Aber selbst wenn diese leer ist, müsste die Erste textur zu sehen sein (dmap1).

Re: Searching HLSL Terrain Multitexturing... [Re: wdlmaster] #322944
05/10/10 17:06
05/10/10 17:06
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ok.. ich hab ne blendmap gemacht.. und sie dem model gegeben.. aber iwie wird nur 1 der texturen angezeigt (dmap5).. Y_Y

Last edited by Espér; 05/10/10 17:08.

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Re: Searching HLSL Terrain Multitexturing... [Re: Espér] #322948
05/10/10 17:17
05/10/10 17:17
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die Textur MUSS 32 bit sein, sonst wird immer die letzte Textur dargestellt (aus irgendwinem Grund wird "kein Alpha" als "100% Alpha" interpretiert...)

Re: Searching HLSL Terrain Multitexturing... [Re: wdlmaster] #322950
05/10/10 17:19
05/10/10 17:19
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Espér Offline OP
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ist 32Bit TGA...

bauch ich nen Alpha Kanal????


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Re: Searching HLSL Terrain Multitexturing... [Re: Espér] #322951
05/10/10 17:22
05/10/10 17:22
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ja. Aber nicht komplett weiß, sonst ist der Effekt der selbe wie ohne Alphakanal. Der Alphakanal wird genauso wie die 3 Farben verwendet.

Re: Searching HLSL Terrain Multitexturing... [Re: wdlmaster] #322956
05/10/10 17:31
05/10/10 17:31
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Baden Württemberg, Germany
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ok.. das hab ich bisher rausgefunden:

BMAP* dmap1 = "01_stone.tga"; //Rot
BMAP* dmap2 = "01_dirt.tga";
BMAP* dmap3 = "02_grass.tga"; //Grün
BMAP* dmap4 = "01_grass.tga"; //Blau
BMAP* dmap5 = "01_sand.tga"; //Alpha

Wie mach ich das er dmap2 verwendet???


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Re: Searching HLSL Terrain Multitexturing... [Re: Espér] #322957
05/10/10 17:37
05/10/10 17:37
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sieht aus, als hättest du da 2 Texturen doppelt oder vertauscht.

dmap1 = schwarz (die textur wird quasi überall gerendert)
dmap2 = rot
dmap3 = grün
dmap4 = blau
dmap5 = alpha

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