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subabrain

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Posts posted by subabrain

  1. Good Morning,


    thanks for your post JeffR! But i still dont get it to work - is there any example hlsl?

    i dont know why, but it still isnt working.


    sorry for this question but i dont get it to run :/


    greetings an nice sunday!

    Robert

  2. Hello Friends,


    i have a little Problem again :P


    i have a custom shader and want it to be shown at a shape. So i tried the following (in art/shapes/cube/material.cs):

     

    singleton Material(cube_GridMaterial)
    {
    	mapTo = "GridMaterial";
     
    	diffuseMap[0] = "grid";
    	normalMap[0] = "";
    	specularMap[0] = "";
     
    	diffuseColor[0] = "1 1 1 1";
    	specular[0] = "0.9 0.9 0.9 1";
    	specularPower[0] = 0.415939;
    	pixelSpecular[0] = false;
     
    	shader = BumpCubemap;
     
    };
     
    new ShaderData( BumpCubemap )
     {
        DXVertexShaderFile     = "shaders/custom/HLSL/Toksvig_NormalMaps.hlsl";
        DXPixelShaderFile     = "shaders/custom/HLSL/Toksvig_NormalMaps.hlsl";
        pixVersion = 1.1;
     };

     

    But it doesnt work :/


    EDIT: and with the standard shaders it also doesnt work...


    Maybe you can help me for that - Thank you very much!


    Nice Weekend and Greetings!

    Robert

  3. hi,


    sorry but ive set all hubs -> hub0, hub1, hub2, hub3 ...


    but i see the wheel but they are not turning :/


    maybe you can help me - thank you very much!



    greetz

    Robert

  4. Hi there,


    sorry that im always disturb you but i have a question about making hitboxes for aiplayers ...

    i cant find a good explanation for making hitboxes for some kind of players ... maybe you can help ;)


    thanks alot!


    greetz

    Robert

  5. Hello Friends,


    i have a little question again... quick and simple ;)


    how can i get wheels turning of a wheeled vehicle?

    For me they dont turn - they are static :/


    Thanks for answers :)


    greetz

    Robert

  6. hi,


    now i got it -> it should look like this:

     

    
    function set_grass() {
    
      new GroundCover() {   
    
      Material = "grass3";
         radius = "200";
         dissolveRadius = "50";
         reflectScale = "0.25";
         gridSize = "7";
         zOffset = "0";
         seed = "1";
         maxElements = "900000";
         maxBillboardTiltAngle = "90";
         shapeCullRadius = "75";
         shapesCastShadows = "1";
         billboardUVs[0] = "0 0 1 1";
         billboardUVs[1] = "0 0 1 1";
         billboardUVs[2] = "0 0 1 1";
         billboardUVs[3] = "0 0 1 1";
         billboardUVs[4] = "0 0 1 1";
         billboardUVs[5] = "0 0 1 1";
         billboardUVs[6] = "0 0 1 1";
         billboardUVs[7] = "0 0 1 1";
         shapeFilename[0] = "art/shapes/groundCover/Grass.dds";
         invertLayer[0] = "0";
         invertLayer[1] = "0";
         invertLayer[2] = "0";
         invertLayer[3] = "0";
         invertLayer[4] = "0";
         invertLayer[5] = "0";
         invertLayer[6] = "0";
         invertLayer[7] = "0";
         probability[0] = "1";
         probability[1] = "0";
         probability[2] = "0";
         probability[3] = "0";
         probability[4] = "0";
         probability[5] = "0";
         probability[6] = "0";
         probability[7] = "0";
         sizeMin[0] = "0.1";
         sizeMin[1] = "0.1";
         sizeMin[2] = "1";
         sizeMin[3] = "1";
         sizeMin[4] = "1";
         sizeMin[5] = "1";
         sizeMin[6] = "1";
         sizeMin[7] = "1";
         sizeMax[0] = "0.5";
         sizeMax[1] = "0.5";
         sizeMax[2] = "1";
         sizeMax[3] = "1";
         sizeMax[4] = "1";
         sizeMax[5] = "1";
         sizeMax[6] = "1";
         sizeMax[7] = "1";
         sizeExponent[0] = "1";
         sizeExponent[1] = "1";
         sizeExponent[2] = "1";
         sizeExponent[3] = "1";
         sizeExponent[4] = "1";
         sizeExponent[5] = "1";
         sizeExponent[6] = "1";
         sizeExponent[7] = "1";
         windScale[0] = "1";
         windScale[1] = "1";
         windScale[2] = "1";
         windScale[3] = "1";
         windScale[4] = "1";
         windScale[5] = "1";
         windScale[6] = "1";
         windScale[7] = "1";
         maxSlope[0] = "0";
         maxSlope[1] = "0";
         maxSlope[2] = "0";
         maxSlope[3] = "0";
         maxSlope[4] = "0";
         maxSlope[5] = "0";
         maxSlope[6] = "0";
         maxSlope[7] = "0";
         minElevation[0] = "-99999";
         minElevation[1] = "-99999";
         minElevation[2] = "-99999";
         minElevation[3] = "-99999";
         minElevation[4] = "-99999";
         minElevation[5] = "-99999";
         minElevation[6] = "-99999";
         minElevation[7] = "-99999";
         maxElevation[0] = "99999";
         maxElevation[1] = "99999";
         maxElevation[2] = "99999";
         maxElevation[3] = "99999";
         maxElevation[4] = "99999";
         maxElevation[5] = "99999";
         maxElevation[6] = "99999";
         maxElevation[7] = "99999";
         minClumpCount[0] = "1";
         minClumpCount[1] = "1";
         minClumpCount[2] = "1";
         minClumpCount[3] = "1";
         minClumpCount[4] = "1";
         minClumpCount[5] = "1";
         minClumpCount[6] = "1";
         minClumpCount[7] = "1";
         maxClumpCount[0] = "1";
         maxClumpCount[1] = "1";
         maxClumpCount[2] = "1";
         maxClumpCount[3] = "1";
         maxClumpCount[4] = "1";
         maxClumpCount[5] = "1";
         maxClumpCount[6] = "1";
         maxClumpCount[7] = "1";
         clumpExponent[0] = "1";
         clumpExponent[1] = "1";
         clumpExponent[2] = "1";
         clumpExponent[3] = "1";
         clumpExponent[4] = "1";
         clumpExponent[5] = "1";
         clumpExponent[6] = "1";
         clumpExponent[7] = "1";
         clumpRadius[0] = "1";
         clumpRadius[1] = "1";
         clumpRadius[2] = "1";
         clumpRadius[3] = "1";
         clumpRadius[4] = "1";
         clumpRadius[5] = "1";
         clumpRadius[6] = "1";
         clumpRadius[7] = "1";
         windDirection = "1 0";
         windGustLength = "20";
         windGustFrequency = "0.5";
         windGustStrength = "0.5";
         windTurbulenceFrequency = "1.2";
         windTurbulenceStrength = "0.125";
         lockFrustum = "0";
         renderCells = "0";
         noBillboards = "0";
         noShapes = "0";
         position = "354.572 -7.3566 465.621";
         rotation = "1 0 0 0";
         scale = "1 1 1";
         canSave = "1";
         canSaveDynamicFields = "1";
      };
    
    }
    
    

     

    if now the function "set_grass" is called -> your groundcover will change 8-)



    i will experiment now a bit :)



    greetz

    Robert

  7. Hi,


    sorry for the delay!


    but the problem is, that i dont have that much knowledge to change it with c++.

    So i need to make it with the standard torque script - but i dont know how to change the texture from the terrain at live time.


    So it would be nice if you could help me :)


    Thanks a lot and have a nice day!

    Greetings Robert

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