Hi all,
I don't know if this is the right topic for the advanced forum. I have an existing terrain-mesh modeled in max and exported to a directx-file. I want to use the cool grass node system presented by bitplane and tried to create a heightmap from my terrain.
So far i have written the height of ...
Search found 10 matches
- Tue May 23, 2006 8:01 am
- Forum: Advanced Help
- Topic: Creating heightmap of an existing terrain-mesh?
- Replies: 1
- Views: 513
- Thu May 18, 2006 8:41 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 680
- Thu May 18, 2006 8:33 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 680
I think that the vertexalpha blending mode in the second layer only accepts two parameters or colorargs, first one is the result from layer 1 (texture 1), second parameter is the texture from layer 2, blending mode vertex alpha. If I wanted to add dynamic lighting (shadowing the blended two textures ...
- Wed May 17, 2006 1:24 pm
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 680
- Wed May 17, 2006 12:23 pm
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 680
- Wed May 17, 2006 9:24 am
- Forum: Advanced Help
- Topic: Switching on dynamic lighting for EMT_SOLID_2_LAYER?
- Replies: 5
- Views: 680
Switching on dynamic lighting for EMT_SOLID_2_LAYER?
Hi,
I have looked into the source code of the file C3D9MaterialRenderer.h and wanted to modify the shader properties for the material EMT_SOLID_2_LAYER. I want to have the material being lit by dynamic light. By default, the material ignores the material flag EMF_LIGHTING = true. The material ...
I have looked into the source code of the file C3D9MaterialRenderer.h and wanted to modify the shader properties for the material EMT_SOLID_2_LAYER. I want to have the material being lit by dynamic light. By default, the material ignores the material flag EMF_LIGHTING = true. The material ...
- Wed May 17, 2006 8:38 am
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 752
- Tue May 16, 2006 1:03 pm
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 752
- Tue May 16, 2006 12:15 pm
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 752
- Tue May 16, 2006 11:17 am
- Forum: Advanced Help
- Topic: Creating projected shadows with RenderTargetTexture/Manip.
- Replies: 6
- Views: 752
Creating projected shadows with RenderTargetTexture/Manip.
I want to have cheap shadows for my bicycle model and so I created a camera fixed to the sunlight that renders the bicycle model in a second render pass to a texture attached to a plane below the bicycle. But the rendered image is colored and sharp (naturally :). The shadow plane has transparency as ...