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Re: IceX 2.0 Release Version
[Re: oliver2s]
#71627
09/02/06 20:11
09/02/06 20:11
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Hi Oliver,
Wollte nur mal nach fragen wie es mit dem update aussieht damit ich auch die .WMB einfügen kann ohne das ICEX abstürtzt.
cYa Angel
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: IceX 2.0 Release Version
[Re: oliver2s]
#71629
09/03/06 00:18
09/03/06 00:18
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Ok Danke habe immer nur auf deine Page in den News geschaut ^^ werde nächstes mal auch hier schaun
cu Angel
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: IceX 2.0 Release Version
[Re: Xarthor]
#71630
09/03/06 08:08
09/03/06 08:08
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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Thunder, sorry, my fault. I thought he ment the water. Anyway I tried Code:
action icx_terrain { my.transparent=off; my.flare=off; my.material=mtl_terrain_multitex; my.polygon=on; c_updatehull(my,1); }
but did not help, same result. When I do the same in the water action it does work, but then the water isn't transparent. PHeMoX, I am losing you here, can you give me more detail?? Do I have to change something in the code generated by IceX?? Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: Frits]
#71631
09/03/06 10:07
09/03/06 10:07
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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I guess Phemox means that you should convert the terrain detail textures into another format like .bmp and use them instead of the .tga files. Just look for these files in your folder: Code:
bmap detail_texture1=<icx_detail1.tga>; bmap detail_texture2=<icx_detail2.tga>; bmap detail_texture3=<icx_detail3.tga>; bmap detail_texture4=<icx_detail4.tga>;
an convert them to .bmp (e.g.) Then change the code to the new files: Code:
bmap detail_texture1=<icx_detail1.bmp>; bmap detail_texture2=<icx_detail2.bmp>; bmap detail_texture3=<icx_detail3.bmp>; bmap detail_texture4=<icx_detail4.bmp>;
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Re: IceX 2.0 Release Version
[Re: Xarthor]
#71632
09/03/06 10:41
09/03/06 10:41
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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I have just tried it, it does not help, same problem.
Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: maybenew]
#71634
09/03/06 11:31
09/03/06 11:31
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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There are 2 fx files; (I have opened them in Wordpad) mtl_multitex.fx Code:
TEXTURE entSkin1; //Blendmap1 TEXTURE entSkin2; //Blendmap1 TEXTURE entSkin3; //Blendmap1 TEXTURE entSkin4; //Shadowmap
TEXTURE mtlSkin1; TEXTURE mtlSkin2; TEXTURE mtlSkin3; TEXTURE mtlSkin4;
matrix matMtl; vector mtlSkill1;
technique ffp_terrain_tex { pass P0 ////////////////////////////////////////////////////// //// Lets lay the first TEXTURE down. no alpha work //// This will tile across the entire HMP ////////////////////////////////////////////////////// { alphablendenable=false; alphatestenable=false; //zenable=true; //zwriteenable=true; //////////////////////////////////////// // Stage 0 ///////////////////////////////////////
TEXTURE[0] = <mtlSkin4>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear; zenable=true; zwriteenable=true;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear; TEXTURETransformFlags[0] = Count2; TextureTransform[0]=<matMtl>; texcoordindex[0]=1;
COLORARG1[0] = TEXTURE; ColorOp[0] = MODULATE; ALPHAARG1[0] = CURRENT | ALPHAREPLICATE; alphaop[0]=disable; ////////////////////////////////////// //stage 1 //////////////////////////////////////
colorop[1]=disable; alphaop[1]=disable; }
pass P1 ////////////////////////////////////////////////////// //// Now we blend another TEXTURE using an alphamap //// This TEXTURE will be blended ////////////////////////////////////////////////////// { ////////////////////////////////////// // Stage 0 - Setup the alphamap //////////////////////////////////////
// We need to enable alphablending alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha; // AlphaTestEnable uses the AlphaRef and AlphaFunc to // determine which pixels get drawn. // In this case, anything greater that 0 will be drawn. alphatestenable=true; alpharef=0x00000000; //Reference Value alphafunc=Greater; //Comparison Function TEXTURE[0] = <entSkin1>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear; // // We don't want the alphamap to tile // TEXTURETransformFlags[0] = disable; texcoordindex[0]=0; COLORARG1[0] = CURRENT; ColorOp[0] = SELECTARG1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
////////////////////////////////////////////// // Stage 1 -- This is the TEXTURE to splat //////////////////////////////////////////////
TEXTURE[1] = <mtlSkin1>;
// Zenable is supposed to default to true. // This enables depth testing to determine what pixels // are visible to the viewer //zenable=true; //zwriteenable=true;
magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; TEXTURETransformFlags[1] = Count2; TextureTransform[1]=<matMtl>; texcoordindex[1]=1;
COLORARG1[1] = TEXTURE; ColorOp[1] = MODULATE; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable; /////////////////////////////////////////////// // Stage 2 /////////////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable; }
pass P2 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// { //////////////////////////////////////// // Stage 0 ////////////////////////////////////////
alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha; alphatestenable=true; alpharef=0x00000000; alphafunc=Greater; TEXTURE[0] = <entSkin2>; magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear; TEXTURETransformFlags[0] = disable; texcoordindex[0]=0; COLORARG1[0] = CURRENT; ColorOp[0] = selectarg1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
///////////////////////////////////////// // Stage 1 ///////////////////////////////////////// TEXTURE[1] = <mtlSkin2>;
//zenable=true; //zwriteenable=true; magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; TEXTURETransformFlags[1] = Count2; TextureTransform[1]=<matMtl>; texcoordindex[1]=1;
COLORARG1[1] = TEXTURE; ColorOp[1] = modulate; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable; //////////////////////////////////////// // Stage 2 //////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable;
} // End of Pass P2
pass P3 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// { //////////////////////////////////////// // Stage 0 ////////////////////////////////////////
alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha; alphatestenable=true; alpharef=0x00000000; alphafunc=Greater; TEXTURE[0] = <entSkin3>; magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear; TEXTURETransformFlags[0] = disable; texcoordindex[0]=1; COLORARG1[0] = CURRENT; ColorOp[0] = selectarg1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
///////////////////////////////////////// // Stage 1 ///////////////////////////////////////// TEXTURE[1] = <mtlSkin3>;
//zenable=true; //zwriteenable=true; magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; TEXTURETransformFlags[1] = Count2; TextureTransform[1]=<matMtl>; texcoordindex[1]=0;
COLORARG1[1] = TEXTURE; ColorOp[1] = modulate; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable; //////////////////////////////////////// // Stage 2 //////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable;
} // End of Pass P3 pass p4 { alphablendenable=true; srcblend=zero; destblend=srccolor; //zenable=true; // zwriteenable=true; ditherenable=true; COLORARG1[0] = DIFFUSE; ColorOp[0] = Modulate2x; ColorArg2[0] = Current; alphaop[0]=disable; Texture[1] = <entSkin4>; magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; COLORARG1[1] = TEXTURE; ColorOp[1] = Modulate2x; TexCoordIndex[1]=0; TextureTransformFlags[1]=Count2; TextureTransform[1]= { 1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0 }; } } // End of Technique
and mtl_multitex_lod.fx Code:
TEXTURE entSkin1; //Shadowmap
technique ffp_terrain_tex { pass p0 { Texture[0] = <entSkin1>; ColorOp[0] = Modulate2x; zenable=true; zwriteenable=true; } } // End of Technique
In what program can you change these files? Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: IceX 2.0 Release Version
[Re: Frits]
#71635
09/03/06 14:00
09/03/06 14:00
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Joined: Feb 2006
Posts: 324 Germany
maybenew
Senior Member
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Senior Member
Joined: Feb 2006
Posts: 324
Germany
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try this, works fine for me... Quote:
TEXTURE entSkin1; //Blendmap1 TEXTURE entSkin2; //Blendmap1 TEXTURE entSkin3; //Blendmap1 TEXTURE entSkin4; //Shadowmap
TEXTURE mtlSkin1; TEXTURE mtlSkin2; TEXTURE mtlSkin3; TEXTURE mtlSkin4;
matrix matMtl;
technique ffp_terrain_tex {
pass P0 ////////////////////////////////////////////////////// //// Lets lay the first TEXTURE down. no alpha work //// This will tile across the entire HMP ////////////////////////////////////////////////////// {
LIGHTING = false; AlphaBlendEnable=false;
zenable=true; zwriteenable=true; AlphaTestEnable=False;
cullmode = ccw; Fillmode = Solid;
////////////////////////////////////// //Stage 0 /////////////////////////////////////
TEXTURE[0] = <mtlSkin4>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear;
TEXTURETransformFlags[0] = Count2; TEXTURETransform[0] = <matMtl>; texcoordindex[0]=1;
COLORARG1[0] = TEXTURE; ColorOp[0] = MODULATE; ALPHAARG1[0] = CURRENT | ALPHAREPLICATE; alphaop[0]=disable;
////////////////////////////////////// //stage 1 //////////////////////////////////////
colorop[1]=disable; alphaop[1]=disable;
}
pass P1 ////////////////////////////////////////////////////// //// Now we blend another TEXTURE using an alphamap //// This TEXTURE will be blended ////////////////////////////////////////////////////// {
////////////////////////////////////// // Stage 0 - Setup the alphamap ////////////////////////////////////// zenable=true; zwriteenable=true; AlphaTestEnable=False;
// We need to enable alphablending LIGHTING = false; alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha;
// AlphaTestEnable uses the AlphaRef and AlphaFunc to // determine which pixels get drawn. // In this case, anything greater that 0 will be drawn. alpharef=0x00000000; //Reference Value alphafunc=Greater; //Comparison Function
TEXTURE[0] = <entSkin1>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear;
// // We don't want the alphamap to tile // TEXTURETransformFlags[0] = disable;
texcoordindex[0]=0;
COLORARG1[0] = CURRENT; ColorOp[0] = SELECTARG1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
////////////////////////////////////////////// // Stage 1 -- This is the TEXTURE to splat //////////////////////////////////////////////
TEXTURE[1] = <mtlSkin1>;
// Zenable is supposed to default to true. // This enables depth testing to determine what pixels // are visible to the viewer
magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear;
TEXTURETransformFlags[1] = Count2; TEXTURETransform[1] = <matMtl>; texcoordindex[1]=1;
COLORARG1[1] = TEXTURE; ColorOp[1] = MODULATE; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable;
/////////////////////////////////////////////// // Stage 2 /////////////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable;
}
pass P2 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// {
zenable=true; zwriteenable=true; AlphaTestEnable=False;
//////////////////////////////////////// // Stage 0 //////////////////////////////////////// LIGHTING = false; alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha; alpharef=0x00000000; alphafunc=Greater;
TEXTURE[0] = <entSkin2>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear;
TEXTURETransformFlags[0] = disable;
texcoordindex[0]=0;
COLORARG1[0] = CURRENT; ColorOp[0] = selectarg1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
///////////////////////////////////////// // Stage 1 ///////////////////////////////////////// TEXTURE[1] = <mtlSkin2>;
magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear;
TEXTURETransformFlags[1] = Count2; TEXTURETransform[1] = <matMtl>; texcoordindex[1]=1;
COLORARG1[1] = TEXTURE; ColorOp[1] = modulate; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable;
//////////////////////////////////////// // Stage 2 //////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable;
} // End of Pass P2
pass P3 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// {
zenable=true; zwriteenable=true; AlphaTestEnable=False; //////////////////////////////////////// // Stage 0 ////////////////////////////////////////
LIGHTING = false; alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha; alpharef=0x00000000; alphafunc=Greater;
TEXTURE[0] = <entSkin3>;
magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear;
TEXTURETransformFlags[0] = disable;
texcoordindex[0]=1;
COLORARG1[0] = CURRENT; ColorOp[0] = selectarg1; ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE; alphaop[0]=selectarg1;
///////////////////////////////////////// // Stage 1 ///////////////////////////////////////// TEXTURE[1] = <mtlSkin3>;
magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear;
TEXTURETransformFlags[1] = Count2; TEXTURETransform[1] = <matMtl>; texcoordindex[1]=0;
COLORARG1[1] = TEXTURE; ColorOp[1] = modulate; ALPHAARG1[1] = CURRENT | ALPHAREPLICATE; alphaop[1]=disable;
//////////////////////////////////////// // Stage 2 //////////////////////////////////////// colorop[2]=disable; alphaop[2]=disable;
} // End of Pass P3
pass p4 { zenable=true; zwriteenable=true; AlphaTestEnable=False;
LIGHTING = false; srcblend=zero; destblend=srccolor;
ditherenable=true;
AlphaBlendEnable=True;
COLORARG1[0] = DIFFUSE; ColorOp[0] = Modulate2x; ColorArg2[0] = Current; alphaop[0]=disable;
Texture[1] = <entSkin4>; magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; COLORARG1[1] = TEXTURE; ColorOp[1] = Modulate2x;
TexCoordIndex[1]=0; TextureTransformFlags[1]=Count2; TextureTransform[1]= { 1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0 }; }
} // End of Technique
well as a game programmer you should be able to open the file with any text editor, make changes and save it back to the file...
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Re: IceX 2.0 Release Version
[Re: maybenew]
#71636
09/03/06 14:40
09/03/06 14:40
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
User
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User
Joined: Mar 2006
Posts: 724
the Netherlands
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I tried it, sorry, did not work. Same problems.
Regards, Frits
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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