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Finally got the chance to test. Definitely controlled by the material shader:
Opaque_MaxCB1.fx (tool default) http://i.imgur.com/4Dt4Tts.png Alpha_MPLBasicA.fx http://i.imgur.com/WuSzFet.png Maybe not that exact one since it seems to have made the alpha texture further away show in front of the closer one around the middle there. But, you know. |
This is all crazy shit
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Looking at the disassembly for EQGraphicsDX9 it appears keywords in shader names determine the basic render method for the material.
There being a major keyword and a minor keyword that determines what render effect it has. eg: Code:
WaterFall |
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Mat: ddbrnch Chroma_MPLBumpAT.fx Also are those ropes part of the TER or are they a placeable? |
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http://www.project1999.com/forums/sh...ad.php?t=32380 Quote:
It's actually quite remarkable and a accomplishment that a game that was dominantly played based on Glide in infancy early days evolved into what it is today and testament to the staying power of the game itself. |
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It probably doesn't sort transparent materials within the ter, or perhaps it does it by model and the ter is a huge model with multiple materials that may be transparent.
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I think KLS might be onto something. I'm currently playing with the shaders to see what combinations do what and im documenting as I go.
I did have a question regarding shaders that perhaps you two could answer. How does the relation between materials and material properties work? Can there be multiple shaders per each property in a material? |
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Yeah. I assumed that was the case but I thought I should ask since multiple textures can exist within a material. If I could somehow add AddAlpha to normals or something but oh well.
What're you guys using to explore eqg's since s3dspy only supports s3ds. Edit: Nvm, I see EQG's in there now. You know, I'm looking around at the physical textures of models in zones. For instance, "Harbingers.eqg". Take a look at "av_skull06_n.dds" and "av_skull06_c.dds" or even the branches KLS was talking about. The _n.dds normal maps all contain the same color as the backdrop that we want to subtract/filter out. Perhaps this is the key in combination with the appropriate shader. I also noticed "all_alpha.dds" in nektulosa.eqg. Maybe the shader assigned to materials that use this texture will provide some insight as well. |
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Awesome. Thank you. I'm still trying to figure out this alpha masking. I tried using normals with the chroma shader like the references I've seen have it set but that did nothing so next up is to cycle through the alpha shaders.
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