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Shader Workshop ( Understanding fx pipeline and wdl input) #316175
03/22/10 04:17
03/22/10 04:17
Joined: Mar 2010
Posts: 1
M
mmattersen Offline OP
Guest
mmattersen  Offline OP
Guest
M

Joined: Mar 2010
Posts: 1
Hi, first off. as a new user. 3dgs is awesome. seems endless in possibilities.

I tried the offical shader workshop. 24 hours of not working out.
My question is, Where (exactly) in my (existing) project.wdl do I imput the shader.fx to run them correctly? and how do i know what materials, or mdls recieve the fx input.

Re: Shader Workshop ( Understanding fx pipeline and wdl input) [Re: mmattersen] #316178
03/22/10 06:11
03/22/10 06:11
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
Serious User
DJBMASTER  Offline
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
Ok first off, if your files are '.wdl' then you are using C-Script, the old language. As a new user you should get started with lite-c...

http://server.conitec.net/down/litec.zip

...If you've already completed them then, make sure you save your files as '.c'.

An '.fx' file just contains the shader code, in a language called HLSL(High Level Shader Language). You create a Material in your '.c' script, and the effect paramter of the material is where you say which shader to run...
Code:
MATERIAL* MyMaterial = 
{
effect = "myshader.fx";
}


Then you attach your material to any entity you want...
Code:
action MyEntityAction()
{
my.material = MyMaterial;
}


I don't mean to sound patronising....just making sure you get the full picture.


Last edited by DJBMASTER; 03/22/10 06:14.

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