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Re: Question about terrain multitexture shader [Re: Steempipe] #34429
10/22/04 14:02
10/22/04 14:02
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for doing this Eric. I have a couple questions though. What do you mean by the colormap thats stretched over the terrain? What do you mean by lightmap? Can you have like 3 totally different textures tiled due to an alpha map like in your old shader? Thanks for all your help and hard work, I am really looking forward to seeing the code.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Question about terrain multitexture shader [Re: William] #34430
10/22/04 17:44
10/22/04 17:44
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
The "stretched" colormap thing is just like using a 1024x1024 colormap and then applying a smaller dimension detailmap. It was just convienient here to use the texture I already had in entSkin1. The big colormap was rendered in Terragen.

These shots have no lightmap texture applied. I was refering to an original problem of where diffuse lighting was only getting applied to the 1st pass and the susequent blend passes did not get diffuse lighting. They would be full-on bright. Looked strange....
However, I am going to expiriment with just adding a light/shadowmap and see what happens.

Yes, it is like the old effect in that the individual textures are applied according to individual alphamaps. In this example; I render the "big skin", then use alphamaps to apply a detail texture. It could easily replace the "big skin" with other tileable textures, apply a detailmap to it, or mix and match as you see fit.

Right now I am working on some methods to up the framerate as much as possible and to also achieve the best effect I can for geForce2 type of cards.

Eric

Re: Question about terrain multitexture shader [Re: Steempipe] #34431
10/23/04 12:43
10/23/04 12:43
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Thanks for the informative answers. Please dont feel rushed, I am glad you are concerned about the speed of the shader as thats very important to me as well. Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Question about terrain multitexture shader [Re: Steempipe] #34432
10/25/04 22:59
10/25/04 22:59
Joined: Jan 2004
Posts: 585
Alexandria, VA
Alkai Offline
Developer
Alkai  Offline
Developer

Joined: Jan 2004
Posts: 585
Alexandria, VA
Steempipe, if you could send me the link as well once you've got it, I'd appreciate it! Great work!


If you gaze long into an abyss, the abyss will gaze back into you. 3.0 GHz Pentium 4 w/HT 1 Gig 400mhz DDR SDRAM 128mb NVidia GeForce FX 5200
Re: Question about terrain multitexture shader [Re: Alkai] #34433
10/26/04 05:32
10/26/04 05:32
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Yes, you'll get the link. It's pretty much done... I'll have to re-check it tonight.

Re: Question about terrain multitexture shader [Re: Steempipe] #34434
10/27/04 09:29
10/27/04 09:29
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Getting closer.... I had to spend some time dialing in the very minimum fallback technique to get the light right.

Basically, I am looking to make a complete effect that will have all the fallbacks and things in it and have some detailed comments, etc.





Re: Question about terrain multitexture shader [Re: Steempipe] #34435
10/27/04 10:40
10/27/04 10:40
Joined: Sep 2002
Posts: 700
Orange County, CA
L
LogantheHogan Offline OP
Developer
LogantheHogan  Offline OP
Developer
L

Joined: Sep 2002
Posts: 700
Orange County, CA
Looking better and better! Thanks.

Logan

Re: Question about terrain multitexture shader [Re: LogantheHogan] #34436
10/27/04 13:39
10/27/04 13:39
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
"The one Multitexturing Shader to rule them all!"

BTW - I was wondering if its possible to retrieve the texture by using trace on multitexturing shaders? This would be very usefull in racing games in which you want the player to slow down depending on the texture there on. As far as I can read the scan_texture command will only detect a terrain as a whole. I'm not completely sure though, so if anyone knows of a method to do this please share it. Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Question about terrain multitexture shader [Re: William] #34437
10/27/04 19:01
10/27/04 19:01
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
If all else fails, maybe you can use an adaptation of Lolek's terrain sound script.

BTW: The effects here are being programmed with DX9.00c because of the flexibility and such. Will that work you you guys for testing/implementing??

Re: Question about terrain multitexture shader [Re: Steempipe] #34438
10/27/04 19:30
10/27/04 19:30
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Added some parts to incorporate varioust lighting control....



Last edited by Steempipe; 10/27/04 19:31.
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