Jump to content

Decals for Editor v 0.1


Gandi
 Share

Recommended Posts

U da man Gandi!

 

I changed line 113 to

pos=Vec3(pos.x-offset.x,0.005,pos.z-offset.y)

 

to stop the textures from fighting with each other, apart from that, excellent! Thanks!

desktop: Quad core Q6600 + 4GB + ATI HD4890 + XP

laptop: Dual core T6400 + 4 GB + NVidia 9600M GT + Vista 32

Link to comment
Share on other sites

looks great man,but i always get a black Decals like in the foto,

this my mat file

 

texture0="abstract::deca_icon.dds"


shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"

zsort=1
depthmask=0
blend=alpha
specular=0.5
overlay=1
clamp0=1,1,
castshadows=0

post-56-12755925998914_thumb.jpg

the real world is in my head

CPU-Intel® Core2 Quad CPU Q6600 @ 2.40GHz

CPU Speed 2.40 GHz

RAM 3.5 GB

OS Microsoft Windows XP Professional (Build Service Pack 32600)

Video Card GeForce 8800 GT

Video Card Features-

*Video RAM 512.0 MB

Video RAM 256 MB 512.0 MB

Hardware T&L Yes

Pixel Shader version 3.0

Vertex Shader version 3.0

using:leadwerks2.3,2

[ dreamhead.png

Link to comment
Share on other sites

1) you are using bumpmap shader but do not have a bumpmap texture

2) try using the alphatest shader

 

this is my mat file:

texture0="abstract::happyface.dds"
shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphatest.frag"

zsort=1
depthmask=0
specular=0.5
overlay=1
clamp0=1,1
castshadows=0

 

and 3) it also helps to make sure you actually have a file called 'deca_icon.dds'... I can only assume you were trying to use the decaL_icon.dds file that came with the download...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Link to comment
Share on other sites

Can it be modified so it can use a parallax shader? :blink:

Would look awsome to have this kind of detail in specific areas.

Is there a way to use something like 512x1024px? Seems to stretch my texture. or is it bound to the terrain grid in some ways?

 

EDIT:

There is a bug somewhere.

Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. :)

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

Link to comment
Share on other sites

Can it be modified so it can use a parallax shader? :blink:

Would look awsome to have this kind of detail in specific areas.

Is there a way to use something like 512x1024px? Seems to stretch my texture. or is it bound to the terrain grid in some ways?

 

EDIT:

There is a bug somewhere.

Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. :)

 

Shouldn't be a problem with the parallax shader, just edit the material file?

The way its coded it is only possible to create a quadratic plane.. ans yes it is bound to the terrain grid.. just enable wireframe and you wont see any aditional wires..

 

Gonna take a look at at cause of the bug, never had this one before..

 

I changed line 113 to

 

pos=Vec3(pos.x-offset.x,0.005,pos.z-offset.y)

 

never had that problem with zsort=1

Link to comment
Share on other sites

Can it be modified so it can use a parallax shader? :blink:

Would look awsome to have this kind of detail in specific areas.

sure... add the parallax shader to the mat file

 

EDIT:

There is a bug somewhere.

Placed decal. All fine. Scaled decal because they are very huge by default.Still al fine. Closed and reopend editor. Now decal is pitch black and huge again. :)

It works fine if your mat file is correct. If you open up the properties after the scaling, and click open the general tab and then click apply it will save the scale values into the sbx file. This will allow you to open the sbx later with the scaling correct. OR just scale the mesh by using the properties dialog in the first place... you have better control this way anyways.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Link to comment
Share on other sites

  • 2 weeks later...

Yay. I worked on a Lua draggable decal a while back, and had some minor success, but with a full solution like this, I am extremely grateful.

 

Wonderful work :)

52t__nvidia.png nVidia 530M cpu.gif Intel Core i7 - 2.3Ghz 114229_30245_16_hardware_memory_ram_icon.png 8GB DDR3 RAM Windows7_Start.gif Windows 7 Ultimate (64x)

-----

IconVisualStudio16.png Visual Studio 2010 Ultimate google-Chrome.png Google Chrome PhotoshopLinkIndicator.png Creative Suite 5 icon28.gif FL Studio 10 MicrosoftOfficeLive.png Office 15

-----

csharp.png Expert cpp.png Professional lua_icon.png Expert BMX Programmer

-----

i-windows-live-messenger-2009.pngskype-icon16.pngaim_online.pnggmail.pngicon_48x48_prism-facebook.pngtunein-web.pngyahoo.giftwitter16.png

Link to comment
Share on other sites

  • 2 weeks later...

has someone else any bugs in 2.32r5?

more then a specific height (almost y>150), decales are not visible.

same settings and textures works fine in 2.31 :)

terrain is 2048*2048 (checked into desert highway too)

also Dave has a decal_Mud model. but it don't have any problems.. (however I think he used first release of decales)

I'm really confused. :P

material is a simple difuse:

texture0="abstract::0d_decal_beachsand01.dds"
clamp0=1,1,0
blend=0
depthmask=1
depthtest=1
overlay=1
zsort=1
cullface=0
castshadows=0
shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag"

 

PS. terrain altitude is 500. I think that is related is someway..

Omid Saadat

OD Arts Blog

 

AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86

AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc)

Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop)

Link to comment
Share on other sites

Hey omid3098, try this material code:

 

texture0="abstract::pavementdecal01.dds"

texture1="abstract::pavementdecal01_dot3.dds"

shader="abstract::mesh_diffuse_bumpmap_terrainalign.vert","abstract::mesh_diffuse_bumpmap_specularmap.frag"

zsort=1

depthmask=0

blend=alpha

overlay=1,10

castshadows=0

Link to comment
Share on other sites

Thank you Dave, but I think the problem is with Lua Code..

it generates mesh somewhere else:

 

decal.jpg

 

did you used "Decals for Editor v 0.1"

Omid Saadat

OD Arts Blog

 

AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86

AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc)

Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop)

Link to comment
Share on other sites

  • 1 year later...

So many good things have been lost on this site. I think I may have a copy of this though. I will have a look and post it if I do.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...