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Multitexturing for free A7 #365451
03/26/11 20:21
03/26/11 20:21
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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I have no idea how to use multitexturing from Wiki:
Wiki link
Could someone help we with advice how to use it?


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Re: Multitexturing for free A7 [Re: 3run] #365469
03/27/11 00:13
03/27/11 00:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Look in the manual for the Shader Library.

http://www.conitec.net/beta/amaterial2.htm

The mtl_terraintex is
Quote:
Not a shader, but a fixed function effect that renders an unlimited number of tiled skin textures on terrain.

So it is supposed to work with every version of A8 AFAIK.

Re: Multitexturing for free A7 [Re: Pappenheimer] #365478
03/27/11 07:04
03/27/11 07:04
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Thank you, so correct me if I'm wrong, all I need to do is to make alpha for each texture, and then just add "fx_terraintex" in my project folder and in main script, and terrain must have terrain material assigned, am I right?


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Re: Multitexturing for free A7 [Re: 3run] #365483
03/27/11 09:03
03/27/11 09:03
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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I better use effect that allows to blend 5 textures:
Wiki link
I got it to work, but textures are messed up...
Need some tips about alpha and textures, thank you.
BTW, you can download it here:
Download link


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Re: Multitexturing for free A7 [Re: 3run] #365528
03/27/11 12:27
03/27/11 12:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Sorry, 3run, do you know what an alpha channel is?
Your terrain.hmp doesn't contain a single alpha
Do you care for reading the manual?
Quote:
The mtlFX.c library in the code subfolder contains a library of predefined surface shaders. All shaders can be examined and edited in the Shader Viewer. For using a surface shader, include mtlFX.c in your main script, assign the shader action to the entity, and adjust the entity skills and material properties that serve as shader parameters.


Re: Multitexturing for free A7 [Re: Pappenheimer] #365530
03/27/11 12:39
03/27/11 12:39
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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I know what alpha channel is dude grin I didn't make anything with terrain!
I just take it out from samples folder from GS. Demo only showes how I use it in script.
So thats why I ask you to tell me exactly what I need to do with textures.
How do I need to use textures, do they need to have alpha channel?


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Re: Multitexturing for free A7 [Re: 3run] #365531
03/27/11 12:42
03/27/11 12:42
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
I re-post my previews post, because it was send before I finished.

Your reaction shows that you didn't even take the effort to look whether the terrain has an alpha channel? And, you expect that those who try to help you should take more effort than you are willing to take?


Nonetheless, here is the complete version of my latest post:
Quote:
Sorry, 3run, do you know what an alpha channel is?
Your terrain.hmp doesn't contain a single alpha channel as far as I can see. And it needs an alpha channel for _each_ texture.

Do you care for reading the manual?
From the link to the manual, thast I posted above:
Quote:
The mtlFX.c library in the code subfolder contains a library of predefined surface shaders. All shaders can be examined and edited in the Shader Viewer. For using a surface shader, include mtlFX.c in your main script, assign the shader action to the entity, and adjust the entity skills and material properties that serve as shader parameters.


And here is all you have to write into your script:
Code:
#include <acknex.h>
#include <default.c>
#include <mtlFX.c>

function main()
{
	level_load(NULL);
	ENTITY* terrain = ent_create("terrain.hmp",nullvector,NULL);
	terrain.material = mtl_terraintex;
}



This does it as well:
Code:
#include <acknex.h>
#include <default.c>
#include <mtlFX.c>

function main()
{
	level_load(NULL);
	ent_create("terrain.hmp", nullvector, fx_terraintex);

}


Have a look into the mtlFX.c for the related actions, functions and materials.

Your textures still have no alpha channel.

Do yourself an additional favor and add the textures to your terrain as external texture with the skin manager:
Object --> Manage Skins --> Skin Settings --> Texture --> Texture File --> Extern

For applying an alpha channel look for Gimp and a tutorial on how to apply and paint an alpha channel.
That's not easy, but you have to dig into it.
The link to the shader library within the manual of 3DGS explains the basics.


Last edited by Pappenheimer; 03/27/11 12:43. Reason: additional question
Re: Multitexturing for free A7 [Re: Pappenheimer] #365533
03/27/11 12:49
03/27/11 12:49
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,367
Caucasus
Hey, don't be so hush! I'm not pushing you to help me! And I know how to create alpha channel!!!
All I want to know is, how to manage textures! Do I need to add all 5 skins in MED without attaching it to terrain?!
Do they need to have alpha channel? Thank you for link, it was useful. But I don't want to use build in material.
BTW how can I check does skin in MED has alpha channel or not?!


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Re: Multitexturing for free A7 [Re: 3run] #365535
03/27/11 12:52
03/27/11 12:52
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
L
Liamissimo Offline
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Liamissimo  Offline
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L

Joined: Jul 2009
Posts: 1,198
Berlin, Germany
For your last question: Select skin in MED and go to "File format", there you can choose between 24bit and 32bit


"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011
Re: Multitexturing for free A7 [Re: Liamissimo] #365536
03/27/11 12:59
03/27/11 12:59
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,367
Caucasus
Thank you, but what about my previous question? How do I need to manage skins?


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