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Re: IceX 2.0 Release Version [Re: Frits] #71617
09/01/06 15:55
09/01/06 15:55
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I think this is something to do with clipping, like the clip_near value needs to be smaller. You might want to try setting clip_near to something much smaller, and perhaps clip_far to something higher. See if that helps!

Good luck

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71618
09/01/06 16:17
09/01/06 16:17
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
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Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
Clip_near is standard, clip_far=45000.

Look at this picture;



Now when I approach the water:



The water is compleet???

Verry

????

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #71619
09/01/06 16:39
09/01/06 16:39
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
what's the water made of? an hmp? mdl? maybe it needs more vertices in between?

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71620
09/02/06 09:07
09/02/06 09:07
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
The water is a standard terrain (33 x 33 vertices) changed into a model and scaled 15 times (bigger).
I have attached the action 'nice_waves' to it from waves on watersurface AUM 34.

EDIT; When I remove the action the water keeps visible al the time.

Can you do something with this info?

Regards,
Frits

Last edited by Frits; 09/02/06 09:10.

I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #71621
09/02/06 09:49
09/02/06 09:49
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
Senior Member
maybenew  Offline
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
frits:

your problems are the result a result of the alphasorting of the engine and the multitexture effect of icx. as i assume your water is transparent, there are problems with the sorting of the transparent entities...

add my.transparent = off; my.flare = off; to the terrain action. this should do the trick. if not then you will have to change the multitexturing effect-file... switch off alphasorting and blending in each render pass (dont know the commands in detail, search the forums..)

Re: IceX 2.0 Release Version [Re: maybenew] #71622
09/02/06 10:26
09/02/06 10:26
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
In the action 'nice_waves' I have set my.transparent=off; that did the trick.
But I like the water transparent so I commented out the parts that I don't need in the wdl file generated by IceX;

Code:

/////////////////////////////////////////////
//Script generated by IceX 2.0 Editor////////
/////////////////////////////////////////////

//bitmaps
bmap detail_texture1=<icx_detail1.tga>;
bmap detail_texture2=<icx_detail2.tga>;
bmap detail_texture3=<icx_detail3.tga>;
bmap detail_texture4=<icx_detail4.tga>;

//variables
var d3d_autotransparency = on;
var d3d_mipmapping = 0;

////defines
//define _alpha_sort, flag1;

//functions
function mtl_terrain_multitex_init();
//function mtl_entity_alpha_init();

//material for terrain
material mtl_terrain_multitex
{
skin1 = detail_texture1;
skin2 = detail_texture2;
skin3 = detail_texture3;
skin4 = detail_texture4;

event = mtl_terrain_multitex_init;
}

////material for entities
//material mtl_entity_default
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//}

////material for entities with tga skin
//material mtl_entity_alpha
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//
// event=mtl_entity_alpha_init;
// effect
// "
// texture entSkin1;
// dword mtlSkill1;
//
// technique t1
// {
// pass p0
// {
// Texture[0]=<entSkin1>;
// ZWriteEnable=True;
// AlphaBlendEnable=False;
// AlphaTestEnable=True;
// AlphaRef=<mtlSkill1>;
// AlphaFunc=Greater;
// CullMode=CCW;
// ColorArg1[0]=Texture;
// ColorOp[0]=Modulate2X;
// ColorArg2[0]=Diffuse;
// }
// }
// ";
//}

//initialising level
starter init_level
{
level_load("first_level.wmb");

wait(2);

fog_color = 1;

camera.fog_start = 100;
camera.fog_end = 30000;
camera.clip_near = 5;
camera.clip_far = 45000;

effect_load(mtl_terrain_multitex, "mtl_multitex.fx");
bmap_to_mipmap(mtl_terrain_multitex.skin1);
bmap_to_mipmap(mtl_terrain_multitex.skin2);
bmap_to_mipmap(mtl_terrain_multitex.skin3);
bmap_to_mipmap(mtl_terrain_multitex.skin4);
}

//function for terrain material
function mtl_terrain_multitex_init
{
mtl.matrix11 = float(32);
mtl.matrix22 = float(32);

}

////function for entity tga material
//function mtl_entity_alpha_init
//{
// mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888);
//}
//
////action for entity
//action f_entity_default
//{
// //material
// IF(my._alpha_sort == 0){ my.material=mtl_entity_default; }
// IF(my._alpha_sort == 1){ my.material=mtl_entity_alpha; }
//}

action icx_terrain
{
my.material=mtl_terrain_multitex;
my.polygon=on;
c_updatehull(my,1);
}



set the my.transparent=on in the action nice_waves, but then the same problem occurs, so how can I get my water transparent without the discribed happenings??

Regards,
Frits


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #71623
09/02/06 10:36
09/02/06 10:36
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Quote:


add my.transparent = off; my.flare = off; to the terrain action. this should do the trick.




Try what maybenew said.

Re: IceX 2.0 Release Version [Re: Xarthor] #71624
09/02/06 10:40
09/02/06 10:40
Joined: Mar 2006
Posts: 724
the Netherlands
Frits Offline
User
Frits  Offline
User

Joined: Mar 2006
Posts: 724
the Netherlands
First line;

Quote:


In the action 'nice_waves' I have set my.transparent=off; that did the trick.




How about that?


I like to keep scripting simple, life is hard enough as it is.
Regards,
Frits
Re: IceX 2.0 Release Version [Re: Frits] #71625
09/02/06 12:22
09/02/06 12:22
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Yes but you said you still want the water to be transparent.
So did you test what maybenew said?

Btw: He meant the _Terrain_ and _not_ the water!

Re: IceX 2.0 Release Version [Re: Xarthor] #71626
09/02/06 18:48
09/02/06 18:48
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
You should simply not use tga's here or any other format which uses an alpha channel, that should fix it and then you can use a transparent water too ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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