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Author Topic: shader question/help  (Read 4167 times)

« Reply #15 on: August 13, 2010, 06:42:08 AM »
Ok here is what I got so far, tell me if this is what we're looking for.

looks superb!!

Any variations of white or black just becomes, light or shadowmap.

you mean I can also cook some shadows with the same stone?! wow  :D

Quote
000_nm isnt the bump texture?
Yes but one bump for 3 different terrain textures?, can do but will it be useful ? Can use it but strecthed across?

you got me there!  :P
how did you managed to have 3 textures with their bumps in the terrain shader editor?
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« Reply #16 on: August 13, 2010, 07:02:06 AM »
how did you managed to have 3 textures with their bumps in the terrain shader editor?

In a script shader you can define textures as many as you want.
But you need to set the whole texture path for each. But you can't select this from the skinmesh dialog.
To support all lightmodes you need several .. 10 script (shaders), to support fog/directlight/pointlights1-4, 20 if you need envmap support aswell.

And the shadereditor just supports sunlight, and always compute fog even if you don't use it (wasting gpu power).

In the .fx files Fernando made a a change in 6.49 so 3 textures are sent to the shader, they are userTextureA/B/C, .fx files are chosen by the 3drad application automagic based on your choices in the skinmesh dialog/fog object/pointlight object.
To normalmap these we need additional slots for userTextureD/E/F, aka another $50 change orso I would guess.

EDIT:

On second thought, I think you could pass textures via script to .fx files too
It would go something like this

int nmR, nmG, nmB;
nmR = iShaderTextureCreate("\\path\\to\\texturefileR");
nmG = iShaderTextureCreate("\\path\\to\\texturefileG");
nmB = iShaderTextureCreate("\\path\\to\\texturefileB");
iShaderTextureSet(OBJ_0, "nmR", nmR);
iShaderTextureSet(OBJ_0, "nmG", nmG);
iShaderTextureSet(OBJ_0, "nmB", nmB);
 
« Last Edit: August 13, 2010, 07:25:27 AM by shadmar »
« Reply #17 on: August 13, 2010, 07:33:37 AM »
additional slots looks very practical for those who dont want scripts around.

on the other side... "second thought" seems just !!perfect!!
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get a copy for your iPad/iPhone!
« Reply #18 on: August 13, 2010, 08:41:48 AM »
Ok then I'll have 2 versions of it. bumpy and bumpy_adv (script texture settings).
Will be in v1.05 of systemshader1_shx tonight.
« Reply #19 on: August 13, 2010, 09:19:33 AM »
shadmar, that's just very cool!

I can hardly wait to try out this one  :) :)
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #20 on: August 13, 2010, 04:21:41 PM »
 :o looks amazing!
btw, Shadmar which shader feature is your next favourite? the post-processing shader? http://www.3drad.com/forum/index.php?topic=4243.0
 
 
what I have in mind was to color the mesh and the shader blend it automatically because now you need a modeler that can 'spray' the color over the mesh... Sketchup can't do this  :P !  (no 'sk-up sucks' comment needed psi...! ::) )
 
(Original Picture is a Gif anim but it don't work in forum :( )


« Last Edit: August 13, 2010, 04:28:43 PM by 3DSimulant »
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« Reply #21 on: August 13, 2010, 06:21:35 PM »
Mind boggling
« Reply #22 on: August 14, 2010, 01:17:01 AM »
Looks great :)
3DCoat can do this also (spray material over mesh)

btw, Shadmar which shader feature is your next favourite? the post-processing shader? http://www.3drad.com/forum/index.php?topic=4243.0

Yeah :)
« Last Edit: August 14, 2010, 01:48:29 AM by shadmar »
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