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MED FX / fx to multitex models #84432
08/03/06 13:58
08/03/06 13:58
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Hi conitec,

i am aware of the fact that i may be accused of crossposting as i have asked this question in the shader forums before, but as i could not get an appropriate answer, i am trying to get my answer here.

i am not coming along with MEDs FX-function in multitextured models.
i need to assign a shader (entSkin1 for diffuse colour, mtlSkin1 for bumpmap) to a part of the model. so i go to the skin manager in MED, select my part, set the fx file.

the part where the fx file is assigned to is invisible at runtime.

i tried several things (read this thread for more information) to access the material using c-script, but failed continuously.

so i seriously need help on this.

thanks in advance

Re: MED FX / fx to multitex models [Re: broozar] #84433
08/04/06 13:21
08/04/06 13:21
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,967
Frankfurt
If it's invisible after assigning a shader, it's a hint that your shader assignment works. You now just have to find out why your shader output is different than you expect.

The most likely reason is that a material setting that your shader expects is not available - for instance, using a material skin that does not exist at runtime.

Re: MED FX / fx to multitex models [Re: jcl] #84434
08/04/06 14:33
08/04/06 14:33
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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so, what to do?

my material is named "cylinder1_sep4_" (wings3d output name). it contains a bmp (intern file) with 512² in size.

the shader refers to entSkin1 and mtlSkin1.

how can I
a) access the material in c-script to define the mtlSkin there [material cylinder1_sep4_{etc.;} with automaterial=2 didn't work for me]
b) name the texture in the shader that the texture is found [exchanging <entSkin1> with <cylinder1_sep4_> wasn't working either]

the a) is the most important, if i get this i could use external textures only... would solve it as well.
would it help if i'd upload the model? the fx file is the one provided in AUM 5x (bump specular with sun only).

thanks for caring about this.

Re: MED FX / fx to multitex models [Re: broozar] #84435
08/04/06 14:50
08/04/06 14:50
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,967
Frankfurt
Assigning materials is described in the manual. You do not need automaterial unless your entity has no action. There are 4 entity and material textures, <entSkin1>..<entSkin4> and <mtlSkin1>..<mtlSkin4>. There is no <cylinder1_sep4_> texture in a shader.

If you have no experience with shaders and materials, read the manual first. Before storing a shader in a model, test it with a material effect. If a specific shader does not work, you could ask for help in the shader forum - however all AUM shaders are tested.



Re: MED FX / fx to multitex models [Re: jcl] #84436
08/04/06 19:09
08/04/06 19:09
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Quote:

Assigning materials is described in the manual. You do not need automaterial unless your entity has no action. There are 4 entity and material textures, <entSkin1>..<entSkin4> and <mtlSkin1>..<mtlSkin4>.



i read this part. however, in the shader forums, TheMatrix told me that entSkin1 is no longer the colour skin which is rendered atm (see link i posted), so i got confused. /see here
Quote:

There is no <cylinder1_sep4_> texture in a shader.



yes, i guessed that. i just had no idea where to begin, nothing changed, careless what i did.

Quote:

Before storing a shader in a model, test it with a material effect.


THIS works. but the material is applied to the whole model.
Quote:

If a specific shader does not work, you could ask for help in the shader forum - however all AUM shaders are tested.


i know it works. i used it without any problems in my single-skin models. what troubles me is the direct-assignment of fx-files in MED. If even matt_aufderheide directs me here..

->
ok, to put it short: if it's that easy as i assume from your post and i'm just blind atm, will you provide me a working example if I use my (yet untouched) 3-month-support-email-service (commercial) and send you the model?

[edit]
or just post one multitexture model to download where you managed to apply any shader to just one of the skins.

Re: MED FX / fx to multitex models [Re: broozar] #84437
08/08/06 08:14
08/08/06 08:14
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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k, Lion_TS posted in the shader forum a testcube with a FFE applied. this works. however, when i want to use the "proven aum shader", it just turns invisible, just as my models.

Is this a question of FFE and "real" shaders (which must be compiled first)?

[edit]
did some testing:

i assign the materials with ent_mtlset now, this is very handy. i get the following results:
as long as I use FFEs, everything works. but all of the shaders which have to be compiled first produce invisible model parts...
waiting for answer...

Re: MED FX / fx to multitex models [Re: broozar] #84438
08/08/06 11:42
08/08/06 11:42
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Posts: 27,967
Frankfurt
No, there is no difference between the handling of FF effects and shaders.

The likely reason for your problem is that there's something missing for your shader, like a material skin or another material setting.

Re: MED FX / fx to multitex models [Re: jcl] #84439
08/09/06 18:52
08/09/06 18:52
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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if it's really a code issue, code can be found here:
http://www.coniserver.net/ubbthreads/sho...e=0&fpart=2
it's the 3rd post.

Re: MED FX / fx to multitex models [Re: broozar] #84440
08/10/06 08:31
08/10/06 08:31
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Lion_ts is having the same problem, ffe works, but asm/hlsl fails. so i am not makin it up. please check it/give us a hint what is wrong with our code (see link above).

Re: MED FX / fx to multitex models [Re: broozar] #84441
08/10/06 08:45
08/10/06 08:45
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

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jcl  Offline

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Joined: Jul 2000
Posts: 27,967
Frankfurt
Well, the reason for your problem seems obvious: Your code assigns the effect to the whole material. So obviously it's visible on the whole model.
Code:

material wire{
effect="mtlly.fx"; <== remove this
skin1=front;
skin2=front3d;
flags=tangent;
}


If you want the effect on one skin only, remove the effect definition from your material, and store the effect in the entity skin in MED only.

Hope this makes sense.

If you then still have problems, please post again. I'll then look into your project. We should get this to work.

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